G33X Nexus Entertainment > Suggestions

Artificial Terrain Generation & seamless planet-to-space transitions

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contingencyplan:

--- Quote from: morgul on September 01, 2006, 11:38:10 am ---That is exactly what we needed! Thanks a bunch!

Cplan, it's you job to go through those articles, and get really familiare with them. In about a week, I'd like to be able to get you and whitelynx to hash out a proposal for CS to add support for those features, or at the very least whatever framework is needed so we can add those features as plugins ourselves.

We're one step closer to where I want to see precursors get. :-D

--- End quote ---

Sorry, was out of town for the weekend, just got back today. I'll look over them tomorrow, and tell you what I think about them.

whitelynx:
If you get a chance, try the following demos in CS:


--- Code: ---./walktest -relight terrain
./walktest -relight terrainf

--- End code ---

The "terrain" map has atmospheric scattering, although it doesn't look as good as it used to... it used to be blueish scattering and it looked really nice. (complain to the people in #crystalspace when you get a chance) Here's an older screenshot of the scattering terrain: http://www.crystalspace3d.org/tikiwiki/tiki-browse_image.php?galleryId=12&sort_mode=created_desc&desp=15&offset=0&imageId=154

"terrainf" has the new foliage plugin enabled.

Fossi's Summer of Code branch (the impostors branch) has a version of one of the terrain maps, except the trees are generated using OpenTree, and they make use of LOD impostors.

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