#Planet Rendering (In Isolation
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i assume this channel is for this
heres a moonlike thing i whipped together in 30 minutes
Did you use blender? Looks very nice
For general art (3D models, texturing), I made the separate #🟡game-art channel btw
This is probably more so for the graphical programming side of things
Doing some math
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
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
That wasn't it
First things first, the poles are wrong
the south poles normals are reversed for example
Uh oh, don't create the sims by accident
The Catmull–Clark algorithm is a technique used in 3D computer graphics to create curved surfaces by using subdivision surface modeling. It was devised by Edwin Catmull and Jim Clark in 1978 as a generalization of bi-cubic uniform B-spline surfaces to arbitrary topology.
In 2005, Edwin Catmull, together with Tony DeRose and Jos Stam, received an...
This is the algorithm I'm implementing
I ... think I'd rather have a mesh manipulation library than deal with implementing this part manually
though ... hmmm
because it's the final 2 steps that are going to be the most painful
Or I could go about this a better way
Gonna try and port this unity tutorial to godot
https://catlikecoding.com/unity/tutorials/procedural-meshes/
I feel like I'm banging my head on the wall on something I conceptually do understand. as in what a cube sphere is
I think I need to draw some stuff on paper
Round box
I did something wrong
perfect sphere in a 10D curved spacetime
Anyways, quad sphere
sheesh
hmm?
thank you!
next up, at some point will be subdividing areas to have more resolution depending on where the camera is
yeah, but consider this sphere is going to be like 50 kilometers wide or something
so the LOD needs to be procedural on the mesh
the entire mesh can't be LOD'd
You know whats going to be even more fun....
Porting this over to GD Extension at some point
did not uv map that correctly
I think my brain has finally cooked up an algorithm
That'd be really great
I am cooking up something
I mostly had to wrap my mind around things such as winding order and how to not have gaps
Aaaaa
I was going to work on some proof of concept stuff
but gestures vaguely
my feels are being hit hard rn
Classic UV moment
Messing around with Icospheres. Probably not as practical as Quadspheres, but they look pretty cool
I'm still missing a ton of vertices here
how the fuck does 8 become 9
More off by one errors yay
The issue I'm having with quad spheres and icospheres conceptually is making sure there aren't any holes
I think I want to test something else out for the moment
Like I did it on a plane
But I need it on a cube sphere
Or just on a sphere
And I need it to be a lot more efficient im pretty sure
we believe in you, our fearless leader
(in the meantime I'm reading up as much as I can on DOTS)
3d mesh stuff is something I dont really have experience with is all
Made a quick multithreaded LOD planet renderer in Godot to check I remembered how
Okay I might just offload this to you lmao
If thats alright
Cuz like ive been strugglingg
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)
We also might be using unity cuz ECS
Ah, fair enough
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)
Why not procedural based on a hexadecimal sphere (with some pentagons to even it out?)
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?
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.