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Cross-platform Java 7
The goal of this project is to be able to procedurally generate planets with very high details and accurecy. The planets are devided in a geodesic grid to avoid blurring and artifacts. In the future it will probably be the basis of some kind of ecosystem simulation and/or game.
* Applied bilinear filtering to alpha maps, resulting in much smoother texture transitions without having to generate alpha maps with insane resolutions. Effects of this are much nice graphics, much faster texture generation times and a fat bump to frame rate.
* Implemented alpha map for different textures. Textures in use might change as I'm not overly pleased with them at the moment. * Textures are taken from Spiral Graphics and Käy's blog * All textures should be free. Please contact me if I am mistaken.
* First experiments with lighting * Separate semi-transparent water mesh added
* Changed from using flycam to rotating the planet
* Implemented Worley noise for spheres * Mixed Worley noise with FBM noise for new heightmap algorithm * Prettier placeholder color function implemented
* Fixed texture blurring issue where some texture pixels did not properly align with their coresponding vertex * Applied simple placeholder color function to heightmap * Added support for properties in text file
* Applied noise as a heightmap to vertices
* Implemented Fractional Brownian Motion noise derived from OpenSimplex, applied new FBM noise on icosphere
* Applied Paintable Textures * Applied OpenSimplex noise on icosphere * Bug: texture blurs in the center of the original triangles of the icosahedron
* Applied handdrawn textures on icosphere
* First experiments with tessellating an icosahedron