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December 2018 Results

🕑 Added 2019-01-20 16:16:22 +0000 UTC

Comments

Philip O. Staiger

if this might be of interest to the engine let's see how we could make it so

Philip O. Staiger

I am particularly interested in seeing if we can contribute something to that. We need to survive first but if there's a match, please advise. Here's something we created quickly. <a href="https://youtu.be/yAv72mmPMl0" rel="nofollow noopener" target="_blank">https://youtu.be/yAv72mmPMl0</a> - I could see this as a standalone companion or perhaps with a bit of code sharing some sort of integration. We can render 8kx8k heightmaps. (8-bit). Would be neat to work it up to 16-bit. We render them on GPU (with PuppyRayGPU) - with various effects on the water. (relection/refrection with true Fresnel angle, dispersion (scattering), absorption (darkening), caustics, darkning for wet along coastline, height fog and distant fog... tiling the seamless patch endlessly until it disappears in the fog.

Sergey

Ah we will finally have 3D terrain! Great! Hope it will be able to be generated at run time, have collision and navigation, hole punching and access to height value at coordinates to place stuff without need of bunch of raycasts.


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