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Procedural planets : part III

Posted: Fri Mar 18, 2016 4:44 am
by nevilclavain
Hello Finally, I get my lit and bump-mapped planet o/ it took me less time to code it than what I expected from. Once again, everything is done entirely on the GPU for this feature, including terrain normales computation. Funny that you can see the FPS decreasing as we approach the ground :resent:Otherwise, there's some glitches here and there, due to normales computation discontinuity between terrain patches, but this is less visible than I feared.

RE: Procedural planets : part III

Posted: Fri Mar 18, 2016 8:52 am
by sscadmin
Definitely an overall improvement between this post and the last. As you stated above you off loaded this rendering on to the GPU, so could your FPS be taking a hit depending on your graphics card quality now?

RE: Procedural planets : part III

Posted: Fri Mar 18, 2016 10:58 am
by fluffyfreak
Great work!

RE: Procedural planets : part III

Posted: Fri Mar 18, 2016 3:56 pm
by nevilclavain
Great work!Thanks ! so could your FPS be taking a hit depending on your graphics card quality now?Yes of course. What makes me keep hope is that i'm coding and testing only on quite old GPUs : one from 2013 and the other from 2009. I hope therefore getting a much better FPS by running my engine on a newer graphics card. One other weird thing is that the Wombat GPU perling noise output is not exactly the same from one GPU to the other... :blink: :?: :?: I guess I still have not finish with those hassle on GPU perlin noise :mda: :hang: :banghead:

RE: Procedural planets : part III

Posted: Fri Mar 25, 2016 7:36 am
by nevilclavain
I modified some textures in the aim to further accentuate the polar region of the planet... loneliness on the frozen & desolated landscapes ...

RE: Procedural planets : part III

Posted: Fri Mar 25, 2016 10:04 am
by fluffyfreak
Damn that looks really great.