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Engine ignition, older, wiser, i take the long journey

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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:

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

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