Posted on January 6, 2011
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:
This could be used for craters, cracks and many other possibilities.
Sources for this sample can be downloaded here
Posted on December 25, 2010
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….
Here is a collection of links to help with the XNA 3.1 to 4.0 conversion:
Posted on December 19, 2010
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…..