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Medo Mex

Rendering the planet when the player is flying far from the ground

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I want to accomplish something like this:

 

As you can see the player can see the planet when they fly far up to the sky.

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Well that's a huge question you've got there, maybe you should be a bit more specific, though maybe it's not clear on what to ask about, I'll try.

 

The first few seconds contains this geometrical earth (leaving out the spaceship), some water and some atmospheric scattering.

 

The earth can be rendered in a lot of ways, (EDIT: Tesselation is not an option on dx9, right?) you could generate a sphere with loads of vertices which you could 'displace' up and down in relation to the normal, from a heightmap. Then you'd get a earth like geometrical shape, but keep in mind that this is just one way of getting that.

 

For the water I really recommend that you keep it simple for now, maybe just a sphere with different textures being translated, there's always room for improvement.

 

On the other hand, atmospheric scattering is not just a drag and drop thing, I really recommend that you understand the logic and math/physics behind it, if you wish to see some examples, this is a really good one:

But dude, this isn't just made in a day, just so you know.

 

EDIT: Mistakes may be found in this post, as this is going to be edited later on...

 

Hope this might prove useful.

-MIGI0027

Edited by Migi0027

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All of the effect migi pointed out are used in that demo with the edition of a terrain renderer that is aware of several different lods for the earth sphere. You can actually see the terrain detail level meshes being streamed in and replaced on the fly, it's the pops in the terrain you see.

 

Really good demo though and nicely finished work as well.

 

And whilst it is mentioned before this is months of work most likely.

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I have been thinking that I could render a large sphere (the earth) and then render the terrain over it, then change the level of details of the terrain according to the distance

 

Of course do some atmospheric scattering

 

Not sure if this is efficient

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