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Re: Code inspiration and rendering resource

Posted: Sat Mar 09, 2019 12:54 pm
by impaktor

Re: Code inspiration and rendering resource

Posted: Wed Mar 20, 2019 8:39 am
by impaktor

Re: Code inspiration and rendering resource

Posted: Sun Apr 28, 2019 6:28 pm
by impaktor
"Could ImGUI be the future of GUIs?"
https://games.greggman.com/game/imgui-future/

Re: Code inspiration and rendering resource

Posted: Tue May 07, 2019 7:15 am
by impaktor
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/

Re: Code inspiration and rendering resource

Posted: Tue May 07, 2019 9:32 am
by FluffyFreak
I live in Britain, it's always a rainy summer :D

Re: Code inspiration and rendering resource

Posted: Sun May 26, 2019 9:16 pm
by sturnclaw
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.

Re: Code inspiration and rendering resource

Posted: Sun May 26, 2019 9:17 pm
by sturnclaw
Additionally, here's an implementation resource on VSM (variance shadow maps), an alternative to PCF soft-shadowing. https://www.fabiensanglard.net/shadowmappingVSM/

Re: Code inspiration and rendering resource

Posted: Mon May 27, 2019 12:57 am
by sturnclaw
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.

Re: Code inspiration and rendering resource

Posted: Fri Jan 03, 2020 9:50 pm
by impaktor
Maybe we've already posted this, but it was on Hacker News lately, on terrain generation with 20 lines of code:
https://github.com/s-macke/VoxelSpace

Re: Code inspiration and rendering resource

Posted: Fri Mar 20, 2020 12:37 pm
by FluffyFreak
Reverse engineering the rendering of The Witcher 3
https://astralcode.blogspot.com/2018/11 ... ng-of.html