In the beginning…

Surface Object Factories

Because we are all about "planet fall"...

Surface objects are essential for this project. We’ll be spending the majority of our time low level flying, or actually on the planet surface. With that in mind effective ways of managing a large number of realistic surface objects is essential. Whilst I am not sure trees will be the predominant “surface objects” in this project, they are a good starting place for testing with a familiar thing we might expect to see on a planet - or at least Earth-like planets. [Read More]

Eerily familiar

Experimenting with ocean shaders...

I was experimenting with ocean shaders today. For a quick visual test I took an average of the ocean floor colour and adjusted the geometry so that any ocean area geometry was at sea level, rather than at a negative “ocean floor” elevation. The “sea-level” parameter can be updated at run time; which is fun as you can experiment with the look of a planet’s water line in a very satisfying way. [Read More]