Code inspiration and rendering resource

impaktor
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Re: Code inspiration and rendering resource

Post by impaktor » Sat Mar 09, 2019 12:54 pm


impaktor
Posts: 783
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
Contact:

Re: Code inspiration and rendering resource

Post by impaktor » Wed Mar 20, 2019 8:39 am


impaktor
Posts: 783
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
Contact:

Re: Code inspiration and rendering resource

Post by impaktor » Sun Apr 28, 2019 6:28 pm

"Could ImGUI be the future of GUIs?"
https://games.greggman.com/game/imgui-future/

impaktor
Posts: 783
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
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Re: Code inspiration and rendering resource

Post by impaktor » Tue May 07, 2019 7:15 am

If it turns out to be a rainy summer, then this looks interesting (at least to a hack like me):
"Modern C++ for C Programmers: introduction"
https://ds9a.nl/articles/posts/cpp-intro/

FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak » Tue May 07, 2019 9:32 am

I live in Britain, it's always a rainy summer :D

sturnclaw
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Joined: Tue Sep 18, 2018 12:20 am

Re: Code inspiration and rendering resource

Post by sturnclaw » Sun May 26, 2019 9:16 pm

These have likely been posted before, but here's a really useful resource about better tree rendering which we'll definitely want to implement or crib from when we do planetary foliage: http://graphics.uni-konstanz.de/publika ... oliage.pdf. There's also this blog which I know has been posted before but I can't find in this thread, with a number of really nice posts about procedural planet generation.

sturnclaw
Posts: 38
Joined: Tue Sep 18, 2018 12:20 am

Re: Code inspiration and rendering resource

Post by sturnclaw » Sun May 26, 2019 9:17 pm

Additionally, here's an implementation resource on VSM (variance shadow maps), an alternative to PCF soft-shadowing. https://www.fabiensanglard.net/shadowmappingVSM/

sturnclaw
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Joined: Tue Sep 18, 2018 12:20 am

Re: Code inspiration and rendering resource

Post by sturnclaw » Mon May 27, 2019 12:57 am

I've got a really nice, completely incomprehensible post on better terrain texturing that we really should use if it's as cheap as I think it is: http://johnwhigham.blogspot.com/2015/03 ... pping.html describes using a derivative map for better procedural surface normal variation on planets. If I'm reading it right, this should give us better, more natural looking slope blending, and help compensate for our relatively simple terrain generation.

I've also found yet another resource, this time a very nice one on procedural trees. It also comes with yet another blog post on putting it to work... @FluffyFreak, I think you're going to have no free time for several months after you get done with planet texturing at this rate :P

This tree code *should* allow us to procedurally generate different-looking tree algorithms for each planet type / biome type; with enough tweaking we could possibly get 'alien' trees for habitable planets far beyond the populated bubble.

I'll keep my eyes out for resources on procedurally generating planetary features like rock outcroppings for the more barren / lifeless planets.

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