jellyengine.blogspot.com jellyengine.blogspot.com

jellyengine.blogspot.com

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.

http://jellyengine.blogspot.com/

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JellyEngine | jellyengine.blogspot.com Reviews
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Hi, I&#39;m trying to develop a game in Managed DirectX with procedural textures, procedural cities and eventually full procedural planets but I&#39;m having trouble enough as it is with doing a procedural triangle. Here&#39;s where I detail the (slow) development of the (really slow running) game.
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1 jellyengine
2 normal mapping
3 projects
4 are generally purple
5 float
6 return
7 posted by
8 john leonard
9 no comments
10 textured procedural planet
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jellyengine,normal mapping,projects,are generally purple,float,return,posted by,john leonard,no comments,textured procedural planet,few other,very impressive,procedural planet,lots to do,less abnormal…,2 comments,added ab normals,l system trees,6 comments
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JellyEngine | jellyengine.blogspot.com Reviews

https://jellyengine.blogspot.com

Hi, I&#39;m trying to develop a game in Managed DirectX with procedural textures, procedural cities and eventually full procedural planets but I&#39;m having trouble enough as it is with doing a procedural triangle. Here&#39;s where I detail the (slow) development of the (really slow running) game.

INTERNAL PAGES

jellyengine.blogspot.com jellyengine.blogspot.com
1

JellyEngine: Terrain Texturing

http://jellyengine.blogspot.com/2008/03/terrain-texturing.html

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. Thursday, March 20, 2008. Oh yeah, texturing the terrain. Subscribe to: Post Comments (Atom). Culling - Spot The Difference. CLOD - Builders Crack. Adding Detail Map - Looks Fuzzy. View my complete profile.

2

JellyEngine: May 2008

http://jellyengine.blogspot.com/2008_05_01_archive.html

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. Friday, May 30, 2008. Ive found the Bible! Texturing and Modeling: A Procedural Approach. It's (expensive but) friggen awesome! Uses this book as a basis for his engine. I've decided to use del.icio.us. Nothing in it yet)...

3

JellyEngine: March 2012

http://jellyengine.blogspot.com/2012_03_01_archive.html

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. Use it so I thought I’d give it a lash. As with all these graphical things, the first go was pretty rewarding, but getting it (almost) right was very tough work! So how to fix this? Vector3 tang...

4

JellyEngine: June 2011

http://jellyengine.blogspot.com/2011_06_01_archive.html

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. Tuesday, June 14, 2011. I got my project running again, and tried to learn a bit about shaders to see if I could get GPU noise back on shaders less than version 3 0 0. Doing noise in software was far too slow. In the end ...

5

JellyEngine: April 2008

http://jellyengine.blogspot.com/2008_04_01_archive.html

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. Friday, April 25, 2008. Planet Optimisation. Vertex and Index Buffers. Thursday, April 24, 2008. Planets 0.3 - Texture. I'm not sure why I didn't think of it before, but texturing the planet isn't difficult, each face of ...

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TOTAL PAGES IN THIS WEBSITE

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LINKS TO THIS WEBSITE

nyomnyom.blogspot.com nyomnyom.blogspot.com

nyomnyom: May 2008

http://nyomnyom.blogspot.com/2008_05_01_archive.html

Hello, I'm using this blog to track the development of a side-project I had in mind for a while but kept putting off. It's about using the internets to organise the food we eat so recipies can be shared and hopefully diets become healthier - but if any of ye get food poisoning it's not my fault! Friday, May 30, 2008. I keep putting off doing work for nyomnyom (by incoherently ranting) - so I'm just as guilty at the moment.  That reminds me of another thing I hate: hypocrites! So what's nyomnyom anyways?

nyomnyom.blogspot.com nyomnyom.blogspot.com

nyomnyom: First!!!!!!

http://nyomnyom.blogspot.com/2008/05/first.html

Hello, I'm using this blog to track the development of a side-project I had in mind for a while but kept putting off. It's about using the internets to organise the food we eat so recipies can be shared and hopefully diets become healthier - but if any of ye get food poisoning it's not my fault! Friday, May 30, 2008. Hey, this is the development blog of nyomnyom. I'm doing it for the same selfish reasons as I do my other blog. So what's nyomnyom anyways? So I'll stay away from the failed gadget area and ...

decadeengine.blogspot.com decadeengine.blogspot.com

Decade Engine: A nice segue from Decade Engine to Mobile Development.

http://decadeengine.blogspot.com/2012/06/nice-segue-from-decade-engine-to-mobile.html

Monday, June 11, 2012. A nice segue from Decade Engine to Mobile Development. To date he has been using an open framework called whirlyglobe. When looking into how we could improve the performance, I suggested that I could use the concepts that I developed when programming the original Decade Engine, along with the new features I have been learning with converting the original engine to OpenGL 3/OpenGL ES 2.0. The textures used in this video have been purchased from here. GLuint latitudeBands = precision;.

decadeengine.blogspot.com decadeengine.blogspot.com

Decade Engine: Lets bring some atmosphere to the party.

http://decadeengine.blogspot.com/2012/06/lets-bring-some-atmosphere-to-party.html

Sunday, June 17, 2012. Lets bring some atmosphere to the party. Another minor update. Instead of investing more significant amounts of time and adding atmospheric scattering. I decided to simply add a cloud layer to the planet. The cloud texture came as part of the texture set. I am using to render the earth. Perhaps but defiantly more difficult to understand. No code worth while to show in this example. The shaders used for the atmosphere layer are pretty much identical to those shown previously. Decade...

decadeengine.blogspot.com decadeengine.blogspot.com

Decade Engine: How to generate a procedural sphere.

http://decadeengine.blogspot.com/2011/11/how-to-generate-procedural-sphere.html

Tuesday, November 01, 2011. How to generate a procedural sphere. I have received an email asking to explain how I generate a procedural sphere as per this post. Rather than respond to emails personally, I have decide in future to answer the questions on the blog, presenting the information to a wider audience for comment, correction, improvement and perhaps a little learning. P fRadius, int. Putting the Vertices of the initial Cube at p fRadius is not correct as the distance of. CVector3 l Vertices[8];.

decadeengine.blogspot.com decadeengine.blogspot.com

Decade Engine: Concentric LOD Areas

http://decadeengine.blogspot.com/2010/02/concentric-lod-areas.html

Wednesday, February 24, 2010. Not really any new functionality, however small but important modifications. In the previous posts and video of the planet each patch was independent and updated when it thought correct regardless of the state of its neighbours. This resulted in a non-uniform patch pattern and multiple terrain cracks. A more detailed explanation of terrain cracks can be seen here. Subscribe to: Post Comments (Atom). Decade Engine Youtube Channel. Dune II - The Remake.

decadeengine.blogspot.com decadeengine.blogspot.com

Decade Engine: Creating an OpenGL 3 application on Mac

http://decadeengine.blogspot.com/2012/05/creating-opengl-3-application-on-mac.html

Wednesday, May 16, 2012. Creating an OpenGL 3 application on Mac. Except for a brief adventure into the world of Ubuntu, most development of Decade was completed in Windows therefore to transition to Mac and IOS new projects have to be created. Using XCode to create an IOS (iPhone or iPad) application, the IDE pretty much does all the setup for you when you select an OpenGL project. Selfcontext = [ [EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2] autorelease];. Always returned 0, and. To creat...

decadeengine.blogspot.com decadeengine.blogspot.com

Decade Engine: Moving to Australia

http://decadeengine.blogspot.com/2010/06/moving-to-australia.html

Saturday, June 26, 2010. Decade Engine will be on hold for a short while as I immigrate to Australia. Thank you to everyone who has emailed questions and support regarding my blog and development. I shall be back online and back in development 'DownUnder'. Wednesday, 21 July, 2010. Were glad to have you. Sunday, 26 September, 2010. Hey your blog design is very nice, clean and fresh and with updated content, make people feel peace and I always enjoy browsing your site. Thursday, 09 December, 2010.

decadeengine.blogspot.com decadeengine.blogspot.com

Decade Engine: Back online in Sydney

http://decadeengine.blogspot.com/2011/03/back-online-in-sydney.html

Tuesday, March 08, 2011. Back online in Sydney. Hello again. Its been far to long! I am now settled and living in Sydney and have decided that the time to resume Decade is far overdue. Development of Decade shall continue as before with procedural planery bodies, but over the past few months I have started to program IPhone/IPad and Android, therefore I think it would be fun to create a mobile Decade Engine and try to make some simple but fun phone games. Let the adventure begin (yet again!

decadeengine.blogspot.com decadeengine.blogspot.com

Decade Engine: Can I claim progress even if I am behind where I used be?

http://decadeengine.blogspot.com/2011/05/can-i-claim-progress-even-if-i-am.html

Saturday, May 07, 2011. Can I claim progress even if I am behind where I used be? I am the first to admit annoyance at having to redo functionality which I have previously implemented, however with the experience and lessons learned when coding procedural planets the first time, my implementation this time is smaller (in code) and more efficient than before. I shall try and highlight an area which is. Length(CVector3* p pvOne, CVector3* p pvTwo). The results above are not as desired. Some analysis sh...

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jellyengine.blogspot.com jellyengine.blogspot.com

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. Use it so I thought I’d give it a lash. As with all these graphical things, the first go was pretty rewarding, but getting it (almost) right was very tough work! So how to fix this? Vector3 tang...

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jellyetmorgane's blog - Blog de Jelly et Morgane - Skyrock.com

Blog de Jelly et Morgane. Jelly et Morgane pour toujours. 26/04/2015 at 8:23 AM. 24/02/2016 at 12:23 PM. Subscribe to my blog! This blog has no articles. Post to my blog. Here you are free.