JellyEngine

Hi, I'm trying to develop a game in Managed DirectX with procedural textures, procedural cities and eventually full procedural planets but I'm having trouble enough as it is with doing a procedural triangle. Here's where I detail the (slow) development of the (really slow running) game.

Wednesday, March 14, 2012

Normal Mapping

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Previously, I calculated the normal of each vertex in order to do some shading. The result was quite nice, but the detail wasn’t great and m...
Saturday, January 28, 2012

Textured Procedural Planet

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…aka back to square one albeit the terrain is round this time, so back to round one? I added some textures to the planet, generated on the ...
Tuesday, January 17, 2012

Less Abnormal…

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This problem took me MONTHS to resolve. First I had to laze about and ignore it for about 6 months until a new year’s resolution made me loo...
2 comments:
Sunday, July 31, 2011

Added (ab)Normals

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I had a go at adding normals to all the vertices on the planet and it had a pretty dramatic effect. I started off with an algorithm from … h...
Sunday, July 24, 2011

L-System Trees

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I continued working with the Algorithmic Beauty of Plants book and implemented parametric and context-sensitivity from chapter 1, made the ...
6 comments:
Tuesday, June 14, 2011

GPU Planet Update

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Jeez, I can’t believe it’s been almost 2 years since I last did anything with this… I picked it up again a few weeks ago and tried to get in...
Thursday, December 24, 2009

Blooming Starfields

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It took AGES to add bloom. I used an XNA tutorial for bloom and in order to do the various passes (pick the brightest spots, blur it, recom...
2 comments:
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John Leonard
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