Mark Sachs (ksleet) wrote,
Mark Sachs

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Commute to work and home in your own private helicopter, miracle acrylic bubble makes it possible.

Surprisingly productive day, game-engine-wise.

Here, as promised, we can see a few neat things:

1. The galaxy looks quite attractive from the inside. The only real change I've made, besides fixing a blending glitch, is to fade the nebulae out as the camera gets closer to them in order to prevent them from overwhelming the sky. (This is also scientifically accurate, as emissive nebulae far from the Earth only look bright because all their light emission is packed into a very tiny section of the sky. Yes, Babylon 5's effects guys lied to you -- those beautiful Hubble-photographed nebulae wouldn't even be visible to the naked eye if they were that close.) That said, since I always rebuild the galaxy geometry to look good from a new position, it wouldn't be hard to keep track of how densely packed the area around the view position is and do full-sky effects based on that.

2. I've added the start of facilities to draw planets. Right now, there are no textures or effects -- the planet is a simple sphere, created by subdividing an icosahedron several times. I did come up with a satisfying way of building the subdivided sphere in a way that was able to use index buffers, though.

3. I added a cLight class to the engine, to manage OpenGL's legacy lighting pipeline. I suppose these days you're supposed to do some awesomely clever thing with shaders or whatever instead of using said pipeline, but I just can't be bothered at the moment.
Tags: neon galaxy
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