http://www.gamedev.net/blog/1862/entry- ... th-clouds/
so i don't lose it
Clouds
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- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
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Re: Clouds
Some others so I don't lose them, aka link-dumping
http://gunsoficarus.com/blog/lighting-up-the-sky/
http://www.blog.radiator.debacle.us/201 ... louds.html
http://wiki.flightgear.org/Atmospheric_light_scattering
http://stainlessbeer.weebly.com/planets-8-clouds.html
http://spacesimcentral.com/ssc/topic/42 ... -in-space/
http://gunsoficarus.com/blog/lighting-up-the-sky/
http://www.blog.radiator.debacle.us/201 ... louds.html
http://wiki.flightgear.org/Atmospheric_light_scattering
http://stainlessbeer.weebly.com/planets-8-clouds.html
http://spacesimcentral.com/ssc/topic/42 ... -in-space/
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Re: Clouds
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.
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.
Re: Clouds
Sounds interesting! Now I'm curious!
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Re: Clouds
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.
Sadly from space you can tell that it's just random noise.
Re: Clouds
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.
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.
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Re: Clouds
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.
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.
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Re: Clouds
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?
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?
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- Joined: Tue Jul 02, 2013 1:49 pm
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Re: Clouds
Round and round the link loop we go: http://quantum-thoughts.net/?p=1596
Re: Clouds
Did you just link up your own blog? :-)