Clouds

A quieter space for design discussion of long-term projects
FluffyFreak
Posts: 1111
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Clouds

Post by FluffyFreak » Tue Mar 15, 2016 5:46 pm



FluffyFreak
Posts: 1111
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Clouds

Post by FluffyFreak » Thu May 26, 2016 8:47 pm

Updated clouds-noise branch with animating 2D clouds using FBM/ridged noise.

The makefile will need updating for those wanting to take a look at it on Linux, just need to add the CloudSphereMaterial.h/cpp to the graphics/opengl makefile I'd guess but not tried it yet.

This isn't final as, frankly, I don't think it looks good enough.

impaktor
Posts: 590
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
Contact:

Re: Clouds

Post by impaktor » Fri May 27, 2016 5:05 am

Sounds interesting! Now I'm curious!

FluffyFreak
Posts: 1111
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Clouds

Post by FluffyFreak » Fri May 27, 2016 9:42 am

There's a WIP album with some photo's, they don't look bad from the ground, in fact if I was just doing a limited area game with levels I would just add some scrolling possition code tied to the time variable and call it a day :)

Sadly from space you can tell that it's just random noise.

impaktor
Posts: 590
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
Contact:

Re: Clouds

Post by impaktor » Fri May 27, 2016 10:46 am

Hey, that looks pretty good!

Am I naiive in thinking that you have the code in place, now just tweak the noise to make them bigger, or something?

What's it like to fly through a cloud? Is it like in Minecraft, where they're infinitly thin?

The "maximum" ambition level would be to have rotating clockwise/counter-clockwise cloud systems.

FluffyFreak
Posts: 1111
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Clouds

Post by FluffyFreak » Fri May 27, 2016 10:54 am

Yeah they're wafer thin clouds, a "2D" layer only.
There's noise code for generating them, and they done real-time in the shader at-the-moment so I would probably need a flag to enable/disable them in the options.

FluffyFreak
Posts: 1111
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Clouds

Post by FluffyFreak » Fri Jun 03, 2016 2:22 pm

Still trying to work this out but now generating some additional info from analysing the heightmap.
Heat and Friction map
(2D) Wind direction map

Idea being to combine them, somehow, to determine evaporation -> rainfall -> clouds.
Not sure how or if they can be used to animate yet but might be able to create a unique static texture and update it occassionally?

FluffyFreak
Posts: 1111
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Clouds

Post by FluffyFreak » Fri Jun 03, 2016 3:06 pm

Round and round the link loop we go: http://quantum-thoughts.net/?p=1596

laarmen
Posts: 32
Joined: Fri Jul 05, 2013 8:49 am

Re: Clouds

Post by laarmen » Mon Jun 06, 2016 7:48 am

Did you just link up your own blog? :-)

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest