I've made a lot of progress recently focusing on refining my procedural planets and atmospheres. Added into the mix are multi-core particle systems, procedural nebula and AI. I'm almost ready to post videos but am excited that I have now fully tied in the galaxy to the rest of the engine, meaning totally seamless travel between every star in the galaxy all the way from warp-drive-speeds down to landing on and running around planets in first-person. Enough talk, here are some screenshots of my recent explorations : Some kind of desert planet, looks a little bit like Australia! Here's a shot of my prototype cloud system. The clouds are image based, the idea being to use a particle system or maybe cellular automata on the GPU to create procedural cloud maps for each planet. The clouds are incorporated into the atmosphere scattering shader, meaning that they get nice sunset lighting and they also cast shadows into the atmostphere. Plus you can p...
New Nebulae Recently I began replacing the old particle-based nebula standin with proper volumetric nebula shaders. The nebulae need to be many and varied, and so I want to procedurally generate them like the rest of the universe. After being introduced to some awesome volumetric nebula examples on ShaderToy, I thought I'd too have a play around with ray-tracing a noise field to create procedural nebulae. The end result looks something like this : Ray Tracing a Noise Field The general algorithm for rendering a volumetric noise field: - for each pixel on the screen, cast a ray from far to near (or near to far based on your needs) - at each step, accumulate density by looking up procedural noise functions - in this case, a fractal brownian motion function. - return the accumulated density, to be manipulated for the final pixel colour. This is a very basic implementation of volumetric ray-tracing, and runs very slow for the output quality. ...
Over the last 6 months I've been working almost exclusively on new adding gameplay elements to enrich the overall game environment. Some are general concepts, applicable to the main universal sandbox. Others are more specific and fill out the lore of the gameworld. Others such as missions, factions etc. are still to come. Here are the last 6 months worth of gameplay concepts, in alphabetical order. Air Resistance When ships enter/leave atmospheres they encounter air resistance. This is imparted as a drag on the physics of the ships, with the primary effects being reduction of top speed, and dampening of flight controls. Ships may or may not come with wings, be careful flying into a planetary atmosphere without wings! The intention is to impart air resistance to the damage model, causing ships entering an atmosphere too fast to burn up and be destroyed. Target speed is set at 1000 km/h, but due to air resistance, it is currently max...
Comments
Post a Comment