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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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About this blog

Rendering a Procedural Planet in RealTime

Entries in this blog

montify

So, i'm back now, quite a long time to post in my Journal.

Back in 2012/13 i started with nothing knowledge about DirectX and little knowledge about programming.

A question first: when i developing and i have a nasty Bug, for example, i change a variable and press F5 and run that over and over again, sometimes 100 times a hour.

Am I alone in this, or is this in programmers Nature?

I have rewrite the whole Engine with better knowledge in DirectX/C#.

I begun (at back in 2012) with a Cube transformed to a Sphere (It's a common way to create a Planet).


At this time, im not using Instancing, the Cube have not a World Matrix (sure, but only a Identity Matrix)

The final Position is computed on CPU and finaly stored in the VertexBuffer!

For LOD i used the same approach as before, ChunkedLOD.

The Planet have 6 independent QuadTrees, when i move the Camera closer to the Planet, the Quadtree(35x35 Vertices) splits into 4 Child,...
So im not explain that, because every PlanetRenderer use the same pattern.

For the Heightmap, i use Improved PerlinNoise on the GPU(33x33)

For the Normalmap, i create another Heightmap with 256x256 for the normal map.

Sorry for my bad english, i rather show you some Picture that i created throug the whole developement process till now:

artefacts.PNG

sobelJP.JPG
asdasd.PNG
haxa.PNG
traces.PNG
seams.PNG
planetyuyu.PNG


colormap.PNG

It's along road to ride, one Word left to say: Back in 2012 i meet a Man called Majorbroat, Thank you! You give me the "kickstart" to do this!


Feel free to ask, and sorry my English is very bad ( im better in read English Paper/Text as to writte.


best regards, alex

montify

The beginning

This is Alex and i invite you to follow my Dev-Journal 'bout Creating a Procedural Planet.
Im 23 years old, and life in Austria (not Australia biggrin.png ) And my experience in programming is 1 year. Not long i know... sorry about that pros! ;)

I use for my Prototype XNA and later when i have a good Basis i switch/port to SharpDX.





Technical Aspects

  • Like the most of the People which creat a Planet i use a Cube2Sphere Algorithm to form the Sphere.
  • I use a QuadTree/LOD System to handle the FrameRate.
  • The height data are generated on the gpu using Perlin Noise.
  • For Atmospheric Scattering I use the technique of Sean O'Neil.


    So that's my first entry, sorry for my English i hope you can understand me what i mean! ;)


    [size=2]The Entry Image is a older Prototype from my Planet.
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