• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Precomputed Atmo Scattering sphere intersection formula

0 posts in this topic

Recently I've implemented Eric Bruneton's Precomputed Atmospheric Scattering as I'm sure many other people have in the past as well. I'm only really having one issue adapting it to my usage and that is that I'm using spherical terrain and I want to modify the scattering to take the terrain into consideration.

In particular, I'm unsure what this formula is actually calculating:

float t = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rg * Rg);

c = camera position relative to the planet's center
r = length(c)
mu = dot(x,v)/r
Rg = radius of the planet, in KM

And what I'm attempting to do, is modify T based on the depth of terrain as sampled from the depth buffer. What I currently have, is the point of the terrain which is directly facing the sun ends up overbright, almost white, which washes out the diffuse colours. If I revert to the basic T formula as shown above, the terrain facing the sun is a typical blue colour which is not overbright but of course it doesn't reflect the changes in terrain.

Short version: Can anyone help me work out what T is actually calculating so I can adjust it to incorporate altitude changes of my terrain?

I've attached an example of my current (clearly broken) method, bottom left area shows terrain without atmosphere effect applied.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0