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Rendering a Procedural Planet in RealTime

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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:




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

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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