Planet rendering...

Published December 09, 2004
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Time for a small update.

I spent the last weeks working on version 2 of my planet engine. At the moment i'm only working on the geometric part of it. No eye-candy: no real lighting, no textures, no particles, no additional effect.. only the spherical terrain engine.

You can view a video here:
http://www.fl-tw.com/Infinity/Docs/Demos/ITerrain_09Dec2004.avi

And some screens:



It features seamless transitions in space and between planets. I worked hard to reduce the floating point precision problems, and think it's starting to look good. You can zoom up to a few meters above the ground. The heights are procedurally generated by 18 octaves of Perlin noise.

The terrain engine is currently going up to 60 millions triangles per second when the geometric complexity is high, ie. at ground level. There is around 300k to 500k triangles per frame, but it still runs at more than 110 fps on my 2.8 Ghz + Radeon 9700 system.
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Comments

Gaiiden
Looks cool. I assume the popping issues are going to be fixed at some point? It would be cooler if the terrain changes blended better.
December 10, 2004 08:20 PM
Ysaneya
Yes, that's actually the next point i'm going to work on. I also want to switch my noise generation code to diamond square instead of Perlin noise, since it's *a lot* faster.

Once that is done, i must also implement streaming for the real planets, to load actual heightmap and textures data coming from the Nasa. I don't think it will be particularly hard, but i'm not sure how it will affect the performance.
December 11, 2004 07:05 PM
Ainokea
Oops my bad that was me, GDNET signed me off.
January 16, 2005 09:04 PM
Gaiiden
You're kidding, right? [smile]
January 16, 2005 09:23 PM
Ainokea
No, but because you said that I will assume that it is some common thing to do and I should go google it. If my assumption is correct can you please tell me the name of it so I can google it?
January 16, 2005 09:35 PM
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