Quick Update - Texturing Sucks
Just a quick update to reassure you all that work is still progressing. Unfortunately I'm working on a lot of things at once right now which means very little in the way of screenshotable material has come out in the last week or two. I'm also working on a massive deadline for my PhD, so I've had less free time than usual.
What have I been working on?
Octree space representation and working around floating point inaccuracy
Brightness-based culling method
Combining deferred rendering with procedural textures in a (hopefully) efficient way
Parametric Planet Texture Generation.
But yeah, none of this is at a displayable stage, but expect a load of in-depth and wonderfully graphic dev journals over the next couple of months.