Terrain integration, step 1

Published October 17, 2005
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I'm progressing well on the terrain integration. I have fixed a problem in the frustum culling code, which caused some planets to disapear when they were close to the edge of the screen. This actually wasn't a bug, but a restriction that i was unaware of, to the standard frustum culling algorithm ( the bbox vs 6 planes one ) regarding on how close the znear plane can be, which i fixed by adjusting the distance to the znear plane.

The two screens above are again at sunset ( or close to ), to "hide" the lack of detail texture on the terrain ( yeah i'm cheating ). The terrain is still very simple, until i add all the details and noise back.
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Comments

jollyjeffers
Quote:...to "hide" the lack of detail texture on the terrain ( yeah i'm cheating ).

Might be cheating, but it still looks amazing - as usual [smile]

Jack
October 17, 2005 09:25 AM
H_o_p_s
Those are fricken' amazing!
October 17, 2005 01:31 PM
Hybrid
Truly stunning work. I love all the shots where other planets dip behind the horizon and atmosphere of the foreground planet. Beautiful.
October 17, 2005 02:27 PM
coderx75
[tears]

I've been following your work for the past coupld of months. I'm blown away by your progress! I'll be patiently waiting for a demo ;-)
October 19, 2005 05:59 PM
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