Finally a good atmosphere

This is a discussion on Finally a good atmosphere within the Game Programming forums, part of the General Programming Boards category; Hopefully you guys will like this atmosphere screenshot much better than my previous attempts. There is so much more going ...

  1. #1
    Super Moderator VirtualAce's Avatar
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    Finally a good atmosphere

    Hopefully you guys will like this atmosphere screenshot much better than my previous attempts. There is so much more going on in this screenie than meets the eye and this is much farther along than XSpace ever was.

    The HUD although very sparse right now is fully functional and is just waiting for gauges to be added. The models in the game need textures and bump maps to be ready for the actual gameplay. The camera system so far is fully functional and can be attached to any object in the game. I will use 5 types of views per camera when in 'flight' mode.

    1. Free (attached to object with zoom)
    2. Chase camera
    3. Fly-by camera (at some point ahead of the object's flight path)
    4. Camera to target
    5. Target to camera

    Anyways here is the screenshot. This is not using any shaders at the moment and this can be implemented on DirectX8 and/or DirectX7 video cards. No render to texture and no blur kernel. Just some lighting and billboard effects.
    Last edited by VirtualAce; 03-12-2011 at 10:42 AM.

  2. #2
    The Right Honourable psychopath's Avatar
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    Very nice. The glow around the planet makes a big difference. Can't wait to see what you come up with when you start using shaders with this thing.
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    Mac and OpenGL evangelist.

  3. #3
    Cat without Hat CornedBee's Avatar
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    Very nice. Now you need a day and a night side.
    All the buzzt!
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  4. #4
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    looks really awesome!
    STL Util a small headers-only library with various utility functions. Mainly for fun but feedback is welcome.

  5. #5
    S Sang-drax's Avatar
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    Looks good, but the atmosphere doesn't extend even close to that far in the real world.
    Last edited by Sang-drax : Tomorrow at 02:21 AM. Reason: Time travelling

  6. #6
    Crazy Fool Perspective's Avatar
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    Looks very nice, much better than the previous one.

  7. #7
    Reverse Engineer maxorator's Avatar
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    Quote Originally Posted by CornedBee
    Very nice. Now you need a day and a night side.
    Now you need to download Google Earth map and suit it to your earth.
    "The Internet treats censorship as damage and routes around it." - John Gilmore

  8. #8
    Crazy Fool Perspective's Avatar
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    Quote Originally Posted by CornedBee
    Very nice. Now you need a day and a night side.
    And how do you know this planet isn't part of a binary* star system


    *noting that a binary star system consisnts of 2 or more stars (and is still called binary.. even with 3 stars.... or 4.... I'll never understand astronomers)

  9. #9
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    Because that is clearly Australia peaking round the edge of his planet. Surely it is a mathematical impossibility for there to be a planet exactly the same in our Universe. Although it could be a parallel universe.

  10. #10
    Cat without Hat CornedBee's Avatar
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    A planet placed so perfectly between two or more stars that both sides are equally lit would probably not have much water left: it'd be too hot.
    All the buzzt!
    CornedBee

    "There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
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  11. #11
    Just Lurking Dave_Sinkula's Avatar
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    Quote Originally Posted by CornedBee
    A planet placed so perfectly between two or more stars that both sides are equally lit would probably not have much water left: it'd be too hot.
    Sounds a bit like Nightfall.
    7. It is easier to write an incorrect program than understand a correct one.
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  12. #12
    Super Moderator VirtualAce's Avatar
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    It's a default map of the earth to test if we can wrap the texture around the sphere or not. The atmosphere is a simple overstated debug rendering so I can see if the world-oriented cylindrical billboard is working or not.

    As I said there are no actual light computations being performed except the standard per-vertex lighting.

  13. #13
    Reverse Engineer maxorator's Avatar
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    Is it open-source?
    "The Internet treats censorship as damage and routes around it." - John Gilmore

  14. #14
    Super Moderator VirtualAce's Avatar
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    Code:
    void CPlanet::Render(float fTimeDelta)
    {
      m_spDevice->SetTransform(D3DTS_WORLD,&m_matWorld);
      m_spDevice->SetTexture(0,m_pTexture);
      
      m_spDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU,  D3DTADDRESS_WRAP);
      m_spDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV,  D3DTADDRESS_CLAMP);
      m_spDevice->SetStreamSource(0,m_pVB,0,sizeof(PlanetVertex));
      m_spDevice->SetFVF(PLANETVERTEX_FVF);
      m_spDevice->SetIndices(m_pIB);
      
      m_spDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CW);  
      
      m_spDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,m_iNumVerts,0,m_iNumTris);
        
      D3DXVECTOR3 vecCamPos;
      m_spCamera->GetPosition(&vecCamPos);
        
      m_pGlow->PreRender(vecCamPos);
      m_pGlow->Render(fTimeDelta,vecCamPos);
         
      m_spDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);  
      
    }
    But I guess that doesn't help much.

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