#Planet Rendering (In Isolation

1 messages · Page 1 of 1 (latest)

lethal flicker
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Thread for work on planet rendering divorced of other parts of the architecture for the moment

dusky crane
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i assume this channel is for this

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heres a moonlike thing i whipped together in 30 minutes

dusky crane
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Someone asked me to give this one lava i think

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looks neat

wicked plinth
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hell yeah that was me

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look anwesome

blissful saffron
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Did you use blender? Looks very nice

sleek lion
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For general art (3D models, texturing), I made the separate #🟡game-art channel btw

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This is probably more so for the graphical programming side of things

lethal flicker
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Doing some math

loud maple
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No sure if this is the right section, but do we have an idea of how we want to generate the planets? such as PQS or some other system? I saw something like PQS somewhere but with triangles instead of squares that looked pretty cool

lethal flicker
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I'm trying to figure out how to at least draw a quad sphere for the moment, not even a procedural lod kinda one yet

lethal flicker
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That wasn't it

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First things first, the poles are wrong

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the south poles normals are reversed for example

loud maple
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Uh oh, don't create the sims by accident

lethal flicker
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lmao

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I won't

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aaa, south poles normals are still reveresed

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Less thick lines

lethal flicker
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Oh my fucking god

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I'm implenting a subdivision algorithm from wikipedia

lethal flicker
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This is the algorithm I'm implementing

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I ... think I'd rather have a mesh manipulation library than deal with implementing this part manually

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though ... hmmm

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because it's the final 2 steps that are going to be the most painful

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Or I could go about this a better way

lethal flicker
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I feel like I'm banging my head on the wall on something I conceptually do understand. as in what a cube sphere is

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I think I need to draw some stuff on paper

lethal flicker
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Seem to be getting a reversed winding order here

lethal flicker
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Round box

lethal flicker
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I did something wrong

wicked plinth
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perfect sphere in a 10D curved spacetime

lethal flicker
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Anyways, quad sphere

wicked plinth
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sheesh

lethal flicker
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hmm?

wicked plinth
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it's clean

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nice job !

lethal flicker
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thank you!

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next up, at some point will be subdividing areas to have more resolution depending on where the camera is

wicked plinth
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isn't that just LOD

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am I missing something ?

lethal flicker
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yeah, but consider this sphere is going to be like 50 kilometers wide or something

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so the LOD needs to be procedural on the mesh

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the entire mesh can't be LOD'd

wicked plinth
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aaah

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gotcha

lethal flicker
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You know whats going to be even more fun....
Porting this over to GD Extension at some point

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did not uv map that correctly

lethal flicker
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I think my brain has finally cooked up an algorithm

midnight sand
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This (planet renderer) is something I've actually made before

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If you want help

lethal flicker
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That'd be really great

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I am cooking up something

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I mostly had to wrap my mind around things such as winding order and how to not have gaps

lethal flicker
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Aaaaa

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I was going to work on some proof of concept stuff

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but gestures vaguely

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my feels are being hit hard rn

lethal flicker
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Alright

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time to work on first a quadtree

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then a cubic quadtree

barren birch
lethal flicker
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Yeah i know the issue

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I didnt put 0 on the edge of one of the surfaces

loud maple
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Messing around with Icospheres. Probably not as practical as Quadspheres, but they look pretty cool

lethal flicker
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This is the approach ksp2 was .... planning ... on using

lethal flicker
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that's an issue

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in terms of vertex placement

lethal flicker
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I'm still missing a ton of vertices here

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how the fuck does 8 become 9

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More off by one errors yay

lethal flicker
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The issue I'm having with quad spheres and icospheres conceptually is making sure there aren't any holes

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I think I want to test something else out for the moment

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Like I did it on a plane

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But I need it on a cube sphere

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Or just on a sphere

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And I need it to be a lot more efficient im pretty sure

sleek lion
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we believe in you, our fearless leader

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(in the meantime I'm reading up as much as I can on DOTS)

lethal flicker
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3d mesh stuff is something I dont really have experience with is all

midnight sand
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Made a quick multithreaded LOD planet renderer in Godot to check I remembered how

lethal flicker
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Cuz like ive been strugglingg

midnight sand
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I can probably make a similar thing in Unity (but Godot is my preferred engine, and I'll likely make my opwn space game anyway)

lethal flicker
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We also might be using unity cuz ECS

lethal flicker
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I think I just need help understanding what to do here, I have gotten a simple quad tree system done (that also isn't the common way to do a quad tree)

indigo gyro
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Why not procedural based on a hexadecimal sphere (with some pentagons to even it out?)

midnight sand
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Why would that be better than a tetrahedron, icosahedron, or cube, which only have one type of face and that can be subdivided into themselves?

indigo gyro
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Hmmm… my thinking was you could make the planet out of tiles (each tile is a certain size and then people can model various tiles with fix side heights) then a planet could be procedurally generated from a tile sets so you’d have a new adventure planet each visit, but not overwhelming to the n-th degree of individually modelling each planet.