As small update to show the last results with the fluids:
The system relies on the GPU for blending of vortices textures into a final velocity field which is the read to update the vortices positions. The bluring is based on the provious blur.
venerdì 17 ottobre 2008
giovedì 9 ottobre 2008
Fluid Prototype
I went on with the implementation of fluid idea. For the time being there is a fixed velocity field (the inverse of a vortex: the far from the vortex, the stronger the flow) from which a weighted LIC blur is computed. The weight function is chosen so that it express the direction of the flow (i.e. the background follows the flow for a certain time, then gets back to its original position). A perlin noise texture is used as additional offset for the weight function, so that the "come back" happens at different time in different places.
There is a lot of space for parameter tuning. Although the bad quality, this video shows the idea:
There is a lot of space for parameter tuning. Although the bad quality, this video shows the idea:
martedì 7 ottobre 2008
Tiles Prototype

I started coding a prototype to see how far I can get using tiles. The idea for the moment is to create a set of textures for each possible tile and then see if by randomizing them I can get a terrain that does not look too chunky.
This is a video of the early stage. I added a trivial logic for making the tiles collapse. This might be applied to specific types of terrain (sand). Graphically the collapsing are should be covered by a lot of smoke (dirty water).
This image show a test with randomized textures.
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