New procedural noise shader : Voronoi

Created a new noisy shader to create graphical effects for my ‘Procedural Rocks’. It is based on a shader mentioned on gamedev : Journal of Ysaneya

And I got a basis implementation for this effect from : A hybrid approach for procedural planets.

But I stripped the noise functions, deleted the UV mapping (because of procedural won’t have assigned UV mapping) and created these images:

voronoi_noise_sphere voronoi_noise_rock

This could be used for craters, cracks and many other possibilities.

Sources for this sample can be downloaded here

Psirens converted to XNA 4.0

Psirens is converted to XNA 4.0, and it was about a half day to get it running.

It looks like crap (culling, shading and transparancy problems). This will take some time to fix….

psirens_xna40

Here is a collection of links to help with the XNA 3.1 to 4.0 conversion:

http://blogs.microsoft.co.il/blogs/grozen/archive/2010/10/23/converting-a-3d-xna-3-0-game-to-xna-4-0-an-example.aspx

http://www.hexworld.co.uk/blog/?p=111

http://blogs.msdn.com/b/shawnhar/archive/2010/04/05/spritebatch-and-custom-renderstates-in-xna-game-studio-4-0.aspx

http://blogs.msdn.com/b/shawnhar/archive/2010/04/19/vertex-data-in-xna-game-studio-4-0.aspx

The blog of shawn hargreaves explains a lot so check his entire site for info.

Video grab for Psirens

Created a video of Psirens with fraps. A very good video-capturer of in game action.

Moonrocks threatening the earth…

Placed the procedural asteroids around the earth sphere. Added rotation, direction and speed. I was wondering if the procedural texturing would make the system bog down.

But it didn’t, so it won’t break a sweat on the Xbox 360 either I suppose. What takes a bit longer on the Xbox however is the creation of the rocks.

But that is probably because of the poor floating point performance of the Xbox.

I guess the Moon is finished…..