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Mid-Week Update: Transparency Woes (Pictures!)

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studentTeacher

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Well....been working on transparency, and here's some of the hilarious results I've had through the process:

Screen Shot 2015-01-13 at 10.43.11 PM.pngScreen Shot 2015-01-13 at 10.41.40 PM.pngScreen Shot 2015-01-13 at 10.47.46 PM.pngScreen Shot 2015-01-13 at 10.49.05 PM.pngScreen Shot 2015-01-13 at 10.53.15 PM.png


Aaaaaannnndddd.....that last one shows static sorting -- one round of sorting on generation, and that's it. Looks not too bad! When I work with movement, I've gotten a lot of flickering issues (see the crazy 4th image!); just some bugs to fix. Until next time!

Best,
ST
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Ahh, nice. Thanks for the update.

 

Though frustrating, rendering bugs have their beauty wink.png

 

Edit: Hint for a stress-test: Try some concave shape.

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Ahh, nice. Thanks for the update.

 

Though frustrating, rendering bugs have their beauty wink.png

 

Edit: Hint for a stress-test: Try some concave shape.

 

I tried that by doing cubes with spheres subtracted....looks fine! Hard to tell the difference between the last one above and the new ones though....I don't know if it's correct, but it looks good enough and realistic enough that I don't think anyone would complain. I'll look more into it.

Thanks too! Your comment pushed me to finish transparency up real quick :)

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Can't say I look forward to getting to this in my game :P I have just added rivers to the terrain and that solid blue eventually needs to be changed to transparent blue.

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Can't say I look forward to getting to this in my game tongue.png I have just added rivers to the terrain and that solid blue eventually needs to be changed to transparent blue.

 

Nice! What are you using for rivers -- noise, erosion, or something else?

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I am just using Simplex noise. I couldn't figure out how to simulate rain or erosion and make it continuous from chunk to chunk.

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I wonder if one could do erosion in single pass, sort of. Erosion is recursive in nature and one can find GPU-approaches (ping-ponging textures). Never tried, but an idea I had is to produce a wrappable texture (starting from some wrappable heightmap) and then use as overlay. Probably with a height-dependant scale, like you did your mountains.

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