There's a meaning

Hello everyone, sorry for my language, I’m just learning it :slight_smile:

Now I am working on my new game, which will be associated with intergalactic travel. She will be in the genre of philosophy, as well as concern reflections on the meaning of life on Earth.
I think that I will write the full script later, but now I just would like to share what I did and what I am trying to achieve.

Now I have managed to create so far only a procedural planet. I wrote a grid for the cube and then normalized it. Applying a little noise and removing the stitches (thanks to ioFlow Studios for help with this issue), I got something like an uneven air body. And then applied the atmosphere.

By the way, my sphere consists of 24 independent parts, in the future, it will serve the implementation of the lod system (If I understood correctly, this is so the name :))

The other day I managed to generate a “dust” ring around my planet (using a bit of school geometry), the result did not make me very happy, and in the future I would like to deal with the topic of volume fog.

https://i.imgur.com/nYtjzTf.jpg

https://i.imgur.com/h6NbVEi.jpg

Now I am busy with a rather banal theme - this is tessellation. I am trying to implement it.

I am also ready to share the experience that I gained during these two months of studying and implementing a procedurally generated world.

https://i.imgur.com/WGcZN55.png

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Hi beginsoft, since I also try to visualize Earth’s atmosphere I was wondering if you an explain how did you achieve the atmosphere gradient seen in this picture?

Now I must say that this atmosphere was applied from this marketplace (https://www.unrealengine.com/marketp…tic-atmosphere)

But at the moment I am also thinking about how it was possible to write such a simplified version with point scattering. Here is all the material that could help you:

https://answers.unrealengine.com/que…nal-light.htmlhttps://youtube.com/watch?v=McBiRCSWM9Qhttps://www.youtube.com/watch?v=TBzGWDbH0VU

And also I advise you to read a little on the topic: Rayleigh scattering
I think that as soon as I can write something like that, I will definitely write about it. But now there is simply no time for it.

Thank you, will look into this, however, I accidently noticed that the MarketPlace asset SciFiBunk (no longer available until 4.11), features a planet with a gradient background material.

So I will probably just try to place this kind of gradient behind the planet, since the viewer/camera is not circeling the planet.

Small update!

I almost managed to write something similar to tessellation and even apply to this noise, of course, while there are small seams, but I think soon it is fixable.


Now I think about the new way of drawing triangles and it seems I already have something :slight_smile:

At the moment, my tessellation has this algorithm:

I do not draw a specific area of ​​triangles inside a large grid, leaving it for a small and so in an arithmetic progression (if you can call it that :)).
And then I just divide the value of the large grid and draw the smaller one at the end.
While this method has one minus, vertices are always drawn for all areas, so I lose some performance, but I think that a new way of drawing triangles (which I mentioned above) will help me fix this.

S

So while I was looking up various approaches for an atmosphere layer, I noticed I also owned this pack Physically Based Earth in Blueprints - UE Marketplace which is basically perfect. It also has auroras and lightning. The atmosphere material is more sophisticated, the planet blueprint has variables for Rayleigh height, and scattering coefficient, Mie scattering, Mie G …

Yes, this is good stuff, but it has some nuances. According to the developer, in order for atmospheric material to look good on all objects in it, it is necessary to manually superimpose material for each. And also one atmospheric fog disappears if you are inside the other. That is, we cannot see the atmosphere of another planet from the surface of the planet. (Either it my crooked hands work here :))

I have not tried to fix it yet, but I think in the future I will do something with it

Okay, there is no news for a long time. I am currently working on a new chunked lod system.
One of these days I hope to record a full video clip, where I will show how it works. And also in short, I’ll write its algorithm.

While I can show something like this :slight_smile:

https://i.imgur.com/WsJCKjS.jpg

Hello everybody!

With such a non-standard message, I would like to say that the development of the project continues! :slight_smile:

Very soon you will see updates. I am currently working on ChunkedLod. It turned out that the previous tessellation method did not quite fit me (I will tell you about this in the next post). I also try to choose the colour scheme for the game and implement some in-game objects.

Ps The robot on the screen is not part of the game’s plot. This was added for fun while I watched one of my favourite movies :slight_smile:

[FONT=trebuchet ms]**UPDATE! **[FONT=trebuchet ms]SYSTEM OF VOXELS

Hello to all! More than two weeks have passed since the last entry in this thread. Every day I work on my project and every day I find out something new.
This time I took up the voxels. It was very difficult to understand the basic theory, but I managed :slight_smile:
It was even more difficult to write code so that it still worked correctly. In the future, voxels will allow me to edit the landscape (I think many are familiar with Astroneer), and will also be able to create entire underground worlds (caves) under the surface of the planet. In fact, the main part is already ready and I have only a little work left to do on noise, and also convert it all into a sphere, but before that I want to break it all into several parts (for LOD).

I also want to say that I use the algorithm Marching cubes to the output does not receive a copy of Minecraft[FONT=trebuchet ms]:slight_smile:


[FONT=trebuchet ms]

Today I finally managed to make a voxel sphere. It was not easy, because at first I got something like a planet of minecraft (from cubes) :slight_smile: But then, having a little more detailed study of the depth of the vertexes, I managed to equalize it. I also added a little generation function and now I can see what is inside the planet (dividing it into two parts). Astroneer has this feature. It will help me a lot when I start generating inner peace of the planet (caves)

In fact, right now I can proudly say that this game is built on voxels :slight_smile: Now I want to do a system of chunks, and also add an octree to reduce the load on the processor.

Old result:

http://i.imgur.com/N1Pk67p.png

New: