That ain’t weed

New grass/vegetation requires some improvements still, but I think it brings much more variety on terrain.While turned off, the entire world looks nude!


Botanical time is back!

Still working on my Colony management class. Not really difficult, only really long to write 🙂 So I took a little break and decided to add now some classic billboard vegetation, using my FX class. I’ve got the exact same problem than for my trees… I need to add some smart space distribution. But I’m now quite regular with that! To be continued… now it’s time for Jamon, cerveza y Queso!!

Playground is ready!

I’m almost sure you’re now bored with terrain pictures. So you may imagine how bored I’m with terrain work!!!

But it’s nearing completion. Playground is ok, each zone can now receive its own task: spot mission, colony, city, freeride fight (up to 256 kind of “events” for future game updates).

As I was saying yesterday, this process also improve by itself terrain realism: sand dunes are now nicely curved, swamp zones are flooded, and so on… But now I have to create more kind of design (iced mountain, jungle, lowlands, …).


Je crois que c’est le bon moment pour faire une petite pause sur la 3D. Amis de Nyne, je repasserai la semaine prochaine pour lire vos cahiers de doléance et vous préparer une p’tite mise à jour bien méritée 😉


Looks like I’ve got some bug here 🙂

Anyway, I’m done with today. I’ve almost finished my new… “stuff”. First goal was to add further compatibility between terrain generation and ingame datas. For example, to create more or less flat areas where gamers colonies are settled. We won’t ask you to build your city on a deadly mountain rift… !

But this new layer will also improve terrain realism. Well.. I’ll better show you tomorrow!

Origami day…

I had small rendering bugs all along because of my terrain LoD system. When ground tile’s resolution change, it’s almost impossible to match vertices in order to avoid gaps. I had tried so far half a dozen kind of different computations… But while “errors” were camera orientation dependent, I struggled to find a way which didn’t needed for more terrain updates.

So much work for so few pixels… but this issue is now over!

Paint it black

Work in progress picture: now working on a complete set of textures for the ground. I’m defining areas of forest, grassy lowland, desert… for planets. But I’m quite sure that the main part of players won’t request to set up their own colony on a hostile designed zone. Who want a city mired in swamps? I need nice balanced landscapes… and I haven’t found this yet… 😉

Nerd Inside.

This time, I’m sure. I’ve got my ultimate fractal compositor. So far, it was quite nice but, somehow, facing a feeling of repeatition while traveling accross the planet. Stereotypic fractal landscape… everywhere. Like crossing again and again the same mountain!?

[nerd mode: ON] I was listening to music… when I get a thought about disharmonic sounds. Obvious!!!

My fractal layers aren’t synchronized anymore, I’ve unleashed frequencies to create kind of resonant waves. Just like soundscapes… Disharmonic fractals… It may look snobbish (hope no), very nerdy (sorry), complex (not, actually), or maybe that’s a very common thing in the world of fractal-geek-mathematician-from-hell, I dunno at all, in fact I don’t care, but…

[nerd mode: OFF] …I’m sure, I’m in love with my new landscapes 😀

Boring little things

Boring 1/ worked on a new highres sky texture. It’s always pretty painful to make tileable clouds…

Boring 2/ locked myself 2 hours to track down my ribbon trails. Wasn’t neither an overlay problem, nor a z-depth issue… I’ve spent 2 hours checking out everything but the obvious one… a timing issue. Frames weren’t fired anymore… (Ogre::mRoot->_fireFrameEnded())… I shouldn’t rely on Ogre for this kind of stuff anyway. Blame for me.

Boring 3/ I’ve refined fractal terrain generation. I’ve got a lot of “almost cool” formulas, but not the perfect one yet. Damn!

Alpha with fragment shader

Still working on my HLSL fragment program for terrain splatting. Above is my alpha map.

alpha    = alpha*alpha + alpha * dupCO.r * dupCO.g ;
alpha    = sqrt( alpha ) ;
alpha    = clamp( alpha , 0 , 1 ) ;

Simple process with the under laying texture to avoid a too smooth texture transition. Not perfect… but it’ll be my starting point !