Sven
@embersarc.bsky.social
hobby gamedev working on a spaceflight simulation game
Let's move the planetary ring debris fully to the GPU! Today I worked on a proof of concept rendering a million points. Single-precision floating point again makes this harder than it should be. The solution? Use a Taylor series approximation close to the observer, where all the debris is. #gamedev
The ring shadows are done by intersecting a ray to the sun with the ring and then sampling the 1D ring texture at the hit position. #gamedev
Messing around with noise functions for the desert planet I noticed that faking dried up rivers and lakes is just a matter of layering and warping noise. No complex simulations required :) #gamedev
With the latest driver update nvidia threw a curve ball my way. The terrain suddenly rendered with black hexagons and the generated data of some planets lost a lot of resolution. #gamedev
hell yes this was fully intentional and not at all the result of putting a minus in the wrong place #gamedev
Trying to place some canyons on the surface of the moons and uhmmm