Hey everyone!
I know this development took a bit a longer than the others. Besides being busy with life I had some difficulties as always but before I go on, like always I encourage you to watch the video :)
Watch Video
In this development I tweaked a bit more on the atmospheric scattering so it can look a bit a better. It is still not perfect but for now it works. I also added Xbox controller input which I am excited about. It's not like its difficult to implement but its great to be able to play my game with a controller ^_^
Most of my time went into implementing water into the planet. I am a little confused about it though since this is the first time I am ever doing it. The way I did the water is depending on the height of the vertex. The lowest vertex height ends up being water which make sense right. But since I made the lowest vertex water, if I want to go underwater I cant because I am using the "underwater terrain" as the water/ocean. I am not sure how to handle that if I want it to have underwater. Should I create another sphere that would resemble the water so that I don't use the planet's lower vertices as water and use it as an underwater terrain? I think its easier when it comes to regular flat procedural terrain since its just a plane but a planet I am not so sure about. If any one has any ideas I would love to hear it!
Anyway since this space shooter game I will not be able to walk on the planet at the moment then I decided to not worry about it. Going back to how I implemented the water, I started working on the water movement first. It still needs a little more tweaking but it works for now as version 1.0. After that I added a bump texture to create some ripples and animated movement. I wanted to create a reflection texture to would create reflection on the water but I am having difficulties on that at the moment. I am not sure how to handle the reflection texture and where to position the camera when creating it. I know when it comes to a flat terrain, you know where the water height level position is since its a plane but when it comes to a planet I dont know where to position the camera and I cant really turn off the water since its part of the terrain. If any one has any ideas on this as well then I would love to hear it!
After I finish implementing the water I updated the planet to use noise instead of a heightmap texture because I want to create different kinds of planets and noise would be easier to do it.
Oh here are some awesome screenshots that I took while tweaking the atmosphere. I am underwater when I took these by the way, hence the lines on some of them.
That's about it for this development so thank you for tuning in and hope to see you on the next one. I am planning to work on Occlusion Culling since it looks like I will need it :)
Thursday, October 22, 2015
Thursday, October 8, 2015
Development #4 | Atmospheric Scattering
Hey everyone!
Like always thank you for tuning in. Before I continue I like to encourage you to see the video first! :)
Watch Video
So in this week's development I worked on the planet a bit more. I have updated the textures to be determined on the height of the vertex. One problem that this causes is when it transitions to a different texture. Because I didn't blend in the neighboring textures it just looked weird so what I did to fix that was to add a blend weigh factor and with that it looks so much better. I didn't show it in this video but I will show it you on the next one. Anyway, I also fixed a lighting issue that I mentioned in the previous video.
The big thing I worked on this week was atmospheric scattering. It was a bit of pain since I have not done it before. I had to look at a lot of articles. I had some awesome things that wasn't my intention and I did show it on the video. Here are some screenshots:
Of course those are not correct but eventually I was able to make it work a bit better and I am so excited. I was close to giving up on it but I am glad I didn't. It looks beautiful so far. I need to tweak it a bit more but hopefully I have it done by next week.
Well that's about it. Hope you enjoyed it and like always feel free for any feedback and suggestions to this blog or in the video. Thanks for tuning in and see you on the next one. :)
Like always thank you for tuning in. Before I continue I like to encourage you to see the video first! :)
Watch Video
So in this week's development I worked on the planet a bit more. I have updated the textures to be determined on the height of the vertex. One problem that this causes is when it transitions to a different texture. Because I didn't blend in the neighboring textures it just looked weird so what I did to fix that was to add a blend weigh factor and with that it looks so much better. I didn't show it in this video but I will show it you on the next one. Anyway, I also fixed a lighting issue that I mentioned in the previous video.
The big thing I worked on this week was atmospheric scattering. It was a bit of pain since I have not done it before. I had to look at a lot of articles. I had some awesome things that wasn't my intention and I did show it on the video. Here are some screenshots:
Of course those are not correct but eventually I was able to make it work a bit better and I am so excited. I was close to giving up on it but I am glad I didn't. It looks beautiful so far. I need to tweak it a bit more but hopefully I have it done by next week.
Well that's about it. Hope you enjoyed it and like always feel free for any feedback and suggestions to this blog or in the video. Thanks for tuning in and see you on the next one. :)
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