Procedural Planets and Stars
28 September, 2020I got started on a VR space flight sim project and derailed immediately, spending a day doing procedural planets and stars instead. Here's a quick rundown of how I did them!
I'm a techy artsy person and sometimes I write about it here on this blog. The content varies from ramblings to structured tutorials. Most often it relates to graphics, real time technology, VR or art.
I got started on a VR space flight sim project and derailed immediately, spending a day doing procedural planets and stars instead. Here's a quick rundown of how I did them!
A quick one day project making a very simple environment and rendering it with the new atmospheric rendering system that shipped with UE4.25
A quick rundown on procedurally skinning / capturing geometry for rigid body animation in Houdini
In an attempt to ease myself into learning how to write GPU raytracing shaders for DXR, I challenged myself to write a traditional CPU raytracer from scratch in C++ to find out how raytracing actually works
I was sifting through some old projects of mine when two projects on animation and gun mechanics caught my eye and gave me some ideas for an entirely new project.