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Detail textures, step 2

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Ysaneya

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Things are getting better, i've fixed some artefacts introduced by the detail textures algorithm, and i've added variety to the detail textures.

Still, i'm not happy at all. Of course, the two screenies above are pretty good, but due to the tiling patterns, the quality of the low-orbit views has been greatly reduced. That's a real shame. But i can surely improve many things. I still have to improve the heightfield & noise generation and the rules used to procedurally map the terrain. The lighting is a bit too uniform, too.
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Of course, the two screenies above are pretty good

No sh*t[attention][attention]

I forget if you've mentioned it before, but do you have day/night cycles? If so, make us a movie of a complete cycle. Please [smile]

Jack

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I have a small request for you...

Hook me up to some sort of brain knowledge transfer thing and transfer all your smarts to me. Make me smart too, please. kthxbye.

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Quote:
Original post by Laz
I have a small request for you...

Hook me up to some sort of brain knowledge transfer thing and transfer all your smarts to me. Make me smart too, please. kthxbye.


If you have any left after Laz, I'll take some too. [wink]

It keeps looking better every time you post an update, pretty soon we will not be able to tell the difference between looking out the window or looking at the screen.

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Ysaneya, what type of framerates are you getting while running these, and on what hardware? These are pretty nice looking - especially if they are generated on the fly. Good work.

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I forget if you've mentioned it before, but do you have day/night cycles? If so, make us a movie of a complete cycle.


No, everything is static right now (the planet is not rotating). I'd need to enable back the server to control the planet orbits, but also to implement a few parameters in object space rather than in world space. So i can't show that easily. But it'll surely come in the future.

Quote:
Ysaneya, what type of framerates are you getting while running these, and on what hardware? These are pretty nice looking - especially if they are generated on the fly. Good work.


I'm running an Athlon 64 3500+ with an ATI X850 XT. I get around 120 fps on that system in the first shot. The per-frame polycount is around 250,000 triangles.

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