For the research on my planet renderer I have been looking into how icospheres are constructed. The process is rather simple:
Continue reading “Icosahedrons | How Blenders IcoSpheres work”
Graphics Programmer | Game Developer
For the research on my planet renderer I have been looking into how icospheres are constructed. The process is rather simple:
Continue reading “Icosahedrons | How Blenders IcoSpheres work”
I have put some time into researching the topic of generating terrain at the size of planets with level of detail dependant on the distance of the camera.
There are a lot of different approaches to solving this problem, and it is already clear that I won’t have time to test every one of them myself, but I have identified some reoccuring themes during my time scavenging the internet, and I willl put together a summary of that. Continue reading “Planet Renderer – Week1: LOD Terrain Research”
Announcement: Starting this week, every sunday I will be writing a blog post about the progress of my graduation work.
The topic is researching and implementing the creation of a real time planet renderer, with the deadline at some point next January. This is a topic I have been wanting to approach for a while now, so I have been pushing to be allowed to implement this topic as my graduation work.
#include <iostream>
void main()
{
std::cout << “Hello World” << std::endl;
std::cin.get();
}
I have merged my old blogspot blog with this wordpress blog on my new website, so all posts after this one are OLD – as in, before I started higher education.
I added this stuff because I think it’s a nice way of documenting the progress I made over the last few years. 😀