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Terrain planets
Terrain planets
| Name: | Entr0py | ![]() |
|---|---|---|
| Date Posted: | Dec 07, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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Blog post
I have been experimenting with taking terrain textures and applying them to spheres, to create planet objects. So far I have done this completely with shaders, but I will probably have to do some C++ before it's all said and done. These are the actual terrain textures applied to the planets, just to be clear.
Here is what I want to do:
A sphere is created with a shader representing the terrain object. When the player zooms into the terrain, at some point the sphere is hidden, the terrain becomes unhidden. A raycast is made to find the pixel directly between eyepos and the center of the sphere to find where the camera needs to be hanging above the terrain. At this point the player begins zooming into the actual terrain. Upon zooming out, the reverse should happen, invoking the planet object and hiding the terrain.
Hopefully all this can happen fast enough to make a smooth transition. If not, I can probably use a seperate camera and fade from one to the other to smooth it a bit.
Screenshots of how I am doing so far:



Here is what I want to do:
A sphere is created with a shader representing the terrain object. When the player zooms into the terrain, at some point the sphere is hidden, the terrain becomes unhidden. A raycast is made to find the pixel directly between eyepos and the center of the sphere to find where the camera needs to be hanging above the terrain. At this point the player begins zooming into the actual terrain. Upon zooming out, the reverse should happen, invoking the planet object and hiding the terrain.
Hopefully all this can happen fast enough to make a smooth transition. If not, I can probably use a seperate camera and fade from one to the other to smooth it a bit.
Screenshots of how I am doing so far:



Recent Blog Posts
| List: | 12/07/06 - Terrain planets 08/16/05 - Plan for Entr0py 06/24/04 - Plan for Entr0py |
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Submit your own resources!| Mads Laumann (Dec 07, 2006 at 11:35 GMT) |
Would like to see them :)
| Entr0py (Dec 07, 2006 at 11:57 GMT) Resource Rating: 5 |
| Vashner (Dec 07, 2006 at 15:03 GMT) |
| Dreamer (Dec 07, 2006 at 15:26 GMT) Resource Rating: 5 |
| Radoslaw Marcin Kurczewski (Dec 07, 2006 at 15:53 GMT) |
| William Todd Scott (Dec 07, 2006 at 17:35 GMT) |
Also, I relly like your idea for zooming in out and of the planet. Very nice.
| Allyn "Mr_Bloodworth" Mcelrath (Dec 07, 2006 at 19:10 GMT) |
Edited on Dec 07, 2006 19:11 GMT
| Sean H. (Dec 07, 2006 at 20:26 GMT) |
personally, I dont think this is the proper way to go about it. switching between sphere and terrain visibility is a good idea but I dont think you need to worry about matching the textures. since you're using shaders, you may be able to implement a bit of volumetric fog to act as an atmosphere when approaching the planet. I think this would be more accurate as well. the fog would be able to hide the transition from large sphere to eventual terrain.
| Entr0py (Dec 07, 2006 at 20:39 GMT) Resource Rating: 5 |
I am just using a dts shape for now, but yeah I would like to use procedural spheres. (When I said completely I didn't mean COMPLETELY ).
Sean: "you may be able to implement a bit of volumetric fog to act as an atmosphere when approaching the planet. "
You are right, the only problem is that many planets do not have atmosphere.
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