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johnwhigham.blogspot.com

John Whigham's Blog

Charting my attempts to create a procedural Universe and other random thoughts...

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Charting my attempts to create a procedural Universe and other random thoughts...
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John Whigham's Blog | johnwhigham.blogspot.com Reviews

https://johnwhigham.blogspot.com

Charting my attempts to create a procedural Universe and other random thoughts...

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johnwhigham.blogspot.com johnwhigham.blogspot.com
1

John Whigham's Blog: January 2015

http://johnwhigham.blogspot.com/2015_01_01_archive.html

Charting my attempts to create a procedural Universe and other random thoughts. Saturday, January 17, 2015. For this project therefore I've chosen to base my planet on a regular Icosahedron,. Subdividing an equilateral triangle into four for the next level of detail produces three new vertices and four triangles to replace the original one. Level of Detail (LOD). As the viewpoint moves towards the planet's surface then I need to subdivide further and further to get down to a usable level of detail, but b...

2

John Whigham's Blog: Start Your Engines

http://johnwhigham.blogspot.com/2015/05/start-your-engines.html

Charting my attempts to create a procedural Universe and other random thoughts. Sunday, May 17, 2015. Taking a little break from virtual populations I thought it would be interesting to continue the spirit of this project and try out another new technology I've not dirtied my hands with before. Physics (or more specifically mechanics) has been a staple of game development for about ten years now since ground breaking releases such as Half Life 2. And it's popular community modification Garry's Mod. What ...

3

John Whigham's Blog: Population Explosion

http://johnwhigham.blogspot.com/2015/03/population-explosion.html

Charting my attempts to create a procedural Universe and other random thoughts. Wednesday, March 11, 2015. I described in an earlier post my algorithm for placing the capital city in each of my countries, expanding on that I wanted to gather some more information about the make up of each country so I can make more informed descisions about further feature creation and placement. World population density by country in 2012. The number of samples chosen for the country is calculated by dividing it's area ...

4

John Whigham's Blog: July 2013

http://johnwhigham.blogspot.com/2013_07_01_archive.html

Charting my attempts to create a procedural Universe and other random thoughts. Thursday, July 11, 2013. Damn, Voxel Data is BIG. I left off the last post with a little question about how many voxels I might need to represent a planet. There were a few guesses of 4.7810528e 20. Which at first glance seem absurdly large but in fact they were pretty close to the mark. You see the thing about voxel data is it's big. Very big. So, how many voxels and therefore of course bytes of storage do. The next level do...

5

John Whigham's Blog: Sparse Voxel Octrees: A New Beginning

http://johnwhigham.blogspot.com/2012/10/sparse-voxel-octrees-new-beginning.html

Charting my attempts to create a procedural Universe and other random thoughts. Sunday, October 7, 2012. Sparse Voxel Octrees: A New Beginning. There’s been quite a lot of interest lately in the realtime graphics world to do with Sparse Voxel Octrees (SVOs), so I thought it was about time I had a look at them. Although I’ve experimented with voxels before, in particular in the Geo project I worked on a few years ago ( http:/ jwhigham.wordpress.com/category/geo. Ultimately I would like to recreate my virt...

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jellyengine.blogspot.com jellyengine.blogspot.com

JellyEngine: Textured Procedural Planet

http://jellyengine.blogspot.com/2012/01/textured-procedural-planet.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. Saturday, January 28, 2012. 8230;aka back to square one. Albeit the terrain is round this time, so back to round one? 8230; then a bit like an old leather ball…. 8230; then all contoury …. So it made sense to scale them a...

jellyengine.blogspot.com jellyengine.blogspot.com

JellyEngine: January 2012

http://jellyengine.blogspot.com/2012_01_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. Saturday, January 28, 2012. 8230;aka back to square one. Albeit the terrain is round this time, so back to round one? 8230; then a bit like an old leather ball…. 8230; then all contoury …. So it made sense to scale them a...

jwhigham.wordpress.com jwhigham.wordpress.com

John Whigham | John Whigham's Blog

https://jwhigham.wordpress.com/author/jwhigham

John Whigham's Blog. For programming, photography and musings. Important Notice: This Blog Has Moved! August 13, 2011. Please note that this blog has moved to Blogspot:. Http:/ johnwhigham.blogspot.com/. All current content has been migrated and future posts will be made to that site only so if you want to follow developments with Osiris please head over there or update any feed subscriptions you have – the RSS Atom for posts on the new site is:. Http:/ johnwhigham.blogspot.com/feeds/posts/default. Lower...

swiftcoder.wordpress.com swiftcoder.wordpress.com

Planets « swiftcoding

https://swiftcoder.wordpress.com/planets

Ramblings on code, etc. This page is intended to serve as a general overview of planet rendering implementations. Notable planet rendering efforts. A Real-time procedural Universe. Developer: Sean O’Neil. Sean’s own website appears to be gone, so I’m linking to his articles instead). Gamasutra: A Real-Time Procedural Universe. GPU Gems: Accurate Atmospheric Scattering. Website: www.infinity-universe.com. Development blog: Journal of Ysaneya. Website: www.outerra.com. Developer: Milcho Penchev (and others).

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John Whigham's Blog

Charting my attempts to create a procedural Universe and other random thoughts. Friday, October 23, 2015. Something that might well be of interest to fellow members of the procedural content generation community is the recently launched KickStarter for Infinity: Battlescape. What started as the ambitious and massively impressive Infinity project many years ago has grown and evolved over time to now underpin the I-Novae technology. Links to this post. Sunday, May 17, 2015. In 2004 but even though such tec...

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John W Hills | News, Views, Grumbles and Musings

News, Views, Grumbles and Musings. May 27, 2014. 310: Lingfield – Keene’s Pointe. Keene’s Pointe has been working well at home and Lingfield has brought out the best in him. Hopefully with James Doyle booked for the ride he should go well. Posted in Keenes Pointe. May 22, 2014. 210 Goodwood – Tansfeeq. Half-brother to Makruma. He is ready for his first run and we are hoping for a good run in what looks like an above average Goodwood maiden. 810 Sandown – Mawaseel. May 20, 2014. 210 Bath – Kibaar. Lambour...

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