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PrEdiTer Project

Procedural Editable Terrain using Voxels, C and OpenGL. Friday, 18 November 2011. Water spreading, and other videos. Example of a small planet:. And Finally it is! Milcho did a great job and we can see the results on video below. Sorry for bad quality and editing, but I was in hurry, I made that video for debug pursposes but I thought I will share it with you. Once a better version is ready I will re-edit this post and write some more about water too. Friday, November 18, 2011. Friday, 28 October 2011.

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PrEdiTer Project | prediter.blogspot.com Reviews
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Procedural Editable Terrain using Voxels, C and OpenGL. Friday, 18 November 2011. Water spreading, and other videos. Example of a small planet:. And Finally it is! Milcho did a great job and we can see the results on video below. Sorry for bad quality and editing, but I was in hurry, I made that video for debug pursposes but I thought I will share it with you. Once a better version is ready I will re-edit this post and write some more about water too. Friday, November 18, 2011. Friday, 28 October 2011.
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1 prediter project
2 pages
3 screenshots
4 about the project
5 about us
6 editing terrain example
7 spreading water
8 posted by noizex
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PrEdiTer Project | prediter.blogspot.com Reviews

https://prediter.blogspot.com

Procedural Editable Terrain using Voxels, C and OpenGL. Friday, 18 November 2011. Water spreading, and other videos. Example of a small planet:. And Finally it is! Milcho did a great job and we can see the results on video below. Sorry for bad quality and editing, but I was in hurry, I made that video for debug pursposes but I thought I will share it with you. Once a better version is ready I will re-edit this post and write some more about water too. Friday, November 18, 2011. Friday, 28 October 2011.

INTERNAL PAGES

prediter.blogspot.com prediter.blogspot.com
1

PrEdiTer Project: In the desert...

http://www.prediter.blogspot.com/2011/09/in-desert.html

Procedural Editable Terrain using Voxels, C and OpenGL. Friday, 16 September 2011. Hello there whoever is reading our blog! By the way if you have any questions, don't be shy and post comments here). I'm writing a short report in between some more informational posts to let you know we're working hard on terrain LOD, volumetric clouds and tweaking sky shaders. Once we're happy with the results we're planning to move on to objects and fluids. Friday, September 16, 2011. Tags: sun desert screenshots.

2

PrEdiTer Project: August 2011

http://www.prediter.blogspot.com/2011_08_01_archive.html

Procedural Editable Terrain using Voxels, C and OpenGL. Monday, 29 August 2011. Day / night on the planet, part 1. Problem: vertices with normals pointing into sun's direction. Are lit even when the sun is on the other side of planet. Now, a few words about planet - we decided to go that way because we thought it will add a nice realistic touch to how players experience the world - for example, they can actually go around and arrive at the same place from which they departed. There are a lot of other...

3

PrEdiTer Project: November 2011

http://www.prediter.blogspot.com/2011_11_01_archive.html

Procedural Editable Terrain using Voxels, C and OpenGL. Friday, 18 November 2011. Water spreading, and other videos. Example of a small planet:. And Finally it is! Milcho did a great job and we can see the results on video below. Sorry for bad quality and editing, but I was in hurry, I made that video for debug pursposes but I thought I will share it with you. Once a better version is ready I will re-edit this post and write some more about water too. Friday, November 18, 2011. Subscribe to: Posts (Atom).

4

PrEdiTer Project: Bottlenecks and smooth noise functions

http://www.prediter.blogspot.com/2011/08/bottlenecks-and-smooth-noise-functions.html

Procedural Editable Terrain using Voxels, C and OpenGL. Wednesday, 24 August 2011. Bottlenecks and smooth noise functions. Over the past few days, we've been trying to improve the current bottlenecks that slow down the engine. But another bottleneck, even worse is the sheer number of data that can be covered. In fact, 21*21*21 = 9261 visual blocks give us a little over 120m view distance on each side of the player - and cover a huge volume of 16 million cubic meters! The good thing is, that while this is...

5

PrEdiTer Project: Screenshots

http://www.prediter.blogspot.com/p/screenshots-videos.html

Procedural Editable Terrain using Voxels, C and OpenGL. This is where we'll be posting some eye-candy from the engine. Please stand by. Some of the work of the past month - the new sky, sun, grass and water - all summed into one amazingly wide screenshot! In the middle of texture work, implementing normal mapping and per-pixel light. Some fresh screenshots with fixed texture blending. Sunrise in low hills. Digging on the border of savannah and the desert. Subscribe to: Posts (Atom).

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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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PrEdiTer Project

Procedural Editable Terrain using Voxels, C and OpenGL. Friday, 18 November 2011. Water spreading, and other videos. Example of a small planet:. And Finally it is! Milcho did a great job and we can see the results on video below. Sorry for bad quality and editing, but I was in hurry, I made that video for debug pursposes but I thought I will share it with you. Once a better version is ready I will re-edit this post and write some more about water too. Friday, November 18, 2011. Friday, 28 October 2011.

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