P-152: Virtual World Concept Update 22: Spherical Terrain: Improved Sphere Texturing
I have made some significant improvements to the texturing and rendering of the Spherical Terrain. I think I am confident calling it a “planet” now. I have modified the Resolution of the Terrain, and the Octave Count, Frequency, and Persistence of the Perlin Noise, as well as adding a gradient to the coloured areas of […]
P-152: Virtual World Concept Update 21: Spherical Terrain: Sphere Texturing
I have successfully added basic procedural texturing to this project. I have simple used the perlin noise to colour each vertex point. I have used an If statement to select one colour from a range of 8 colours (from deep water to snow) based on the height of the noise at that point. This has […]
P-152: Virtual World Concept Update 20: Spherical Terrain: 3D Perlin Noise
I believe I have fixed the seaming problem and generated a sphere displaced with seamless noise. I was looking at this problem the wrong way. I was looking at the sphere as a combination of six flat planes, and trying to apply 2D noise to each plane, similiar to the way a standard terrain would […]
Boot Sector Corruption, Windows Boot Manager, and the importance of verification of backups!
I recently purchased a large, 3TB drive to replace my existing backup drive. This is an internal SATA disk, which should allow for much faster backups (around two hours). My current backup strategy is to store one full backup per day for a week, and then overwrite the older backups one by one, so I […]
P-152: Virtual World Concept Update 19: Spherical Terrain: Seamless Seams!
I spent all of this week working on the seams between the planes. The first challenge was to select the correct vertices. I wanted to select the rows of vertices around the borders of the plane, and not the vertices in the middle. I eventually managed to do this. The second challenge was to access […]
P-152: Virtual World Concept Update 18: Spherical Terrain
I have made significant progress on the spherical terrain. I now have a noise function applied to the terrain, and I can generate a decent looking terrain surface. This has led me to what I suspect will be the most difficult part of this project, which is aligning the seams of the planes. I need […]
P-152: Virtual World Concept Update 17: Spherical Terrain
I have completed the Quad Sphere! It took some time to draw the other five planes of the sphere in the correct location and the correct orientation, but that is now working. The system is scalable, I can enter a resolution and it will draw a quad sphere with that resolution, so for example a […]
P-152: Virtual World Concept Update 16: Spherical Terrain
I have succeeded in drawing one face of the quad sphere! I had made a slight error in the implementation of the mathematical equations, which is why it didn’t work before, but it is working now. This is a major step forward. I now need to draw all six faces of the cube, so that […]
