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Posted: Sun Feb 27, 2011 4:45 pm
by cobra
Here are some screenshots of perlin noise and an exponent curve function that I am working with for irrWeatherManager clouds. I got a little distracted with the fun. ;)


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Posted: Sun Feb 27, 2011 5:34 pm
by sudi
Awesome Cobra you should create gallery in 3d you could walk. that would be interessting.

Posted: Sun Feb 27, 2011 8:08 pm
by Luben
loki1985 wrote:
Radikalizm wrote:...
i had the same idea after seeing the screens. i will try to put it in a way which equals devshs own charming way to express constructive criticism:

SERIOUSLY DEVSH... USE TEXTURES!
This made me smile ^^

Posted: Mon Mar 07, 2011 10:06 pm
by Gorbstein
My first game : A world-rotates-around-the-ship top down shootemup with gameplay crossed between Elite and old Amiga games Seek and Destroy or Transplant (video here). The plan is to have space exploration and trading as well as fast paced battles with lots of bullet eye candy.

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Posted: Mon Mar 07, 2011 10:37 pm
by Radikalizm
Looks awesome Gorbstein! Any plans on adding some planetary effect shaders? Some atmosphere shaders would be nice, a regular lighting model just looks strange on a complete planet

Posted: Tue Mar 08, 2011 9:02 am
by Gorbstein
Yeah, it's in the plan once I have the gameplay finished. I don't have any experience of shaders at all so this will be a nice test-bed when I come to learning.

Do you have any references for planet shading techniques?

D

Posted: Tue Mar 08, 2011 12:08 pm
by Radikalizm
Gorbstein wrote:Yeah, it's in the plan once I have the gameplay finished. I don't have any experience of shaders at all so this will be a nice test-bed when I come to learning.

Do you have any references for planet shading techniques?

D
Nvidia has a planetary atmosphere shader in their GPU Gems 2 book

This technique is both for in-atmosphere scattering and out of atmosphere scattering http://http.developer.nvidia.com/GPUGem ... ter16.html

Posted: Tue Mar 08, 2011 12:16 pm
by Gorbstein
Radikalizm wrote: Nvidia has a planetary atmosphere shader in their GPU Gems 2 book

This technique is both for in-atmosphere scattering and out of atmosphere scattering http://http.developer.nvidia.com/GPUGem ... ter16.html
The out of atmosphere scattering looks awesome, something to get my teeth into. I also intend to improve the textures, most of the models and textures are placeholders atm.

D

Posted: Sat Mar 26, 2011 4:15 am
by Granthus
Just an example of my implementation of CNebula for use in my game/simulation 'Trader'.

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Posted: Sun Mar 27, 2011 10:48 pm
by devsh
here is me being silly with my grass generator by inputting a naughty image as a vegetation map...
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see my grass generator is almost as functional as unity3d splines

Posted: Mon Mar 28, 2011 5:06 am
by pippy3

Posted: Mon Mar 28, 2011 7:53 pm
by Escen
32 kills, beat me!!

Posted: Mon Mar 28, 2011 9:45 pm
by cobra

Nice game pippy3!

I like the way you did it; it's one of those games that keeps you trying to get a better score. Well done!

I stopped at 12 kills. Boo.

Posted: Mon Mar 28, 2011 10:32 pm
by shadowslair
Escen wrote:32 kills, beat me!!
51, beat ya! Third try. The first two I crashed in some planet in the very first second. X) :lol: Actually there were 58, but this was the last screenie I`ve taken. Too lazy to play right now. ( http://pics.data.bg/categories/1/%D0%BE ... tmap_image )

Posted: Tue Mar 29, 2011 12:01 am
by stefbuet
@devsh: nice picture, too bad you used an img which won't allow you to be taken seriously by people around here. :roll: