JSP
I’ve officially finished the planet builder sandbox gamemode finally, probably will tweak a lot of things but the main stuff is done. i spent quite a lot trying to fix a problem with the depth texture that isnt even fixed right now lmao, quick explanation: distances are huge and so the depth texture loses a lot of precision, to combat this i decide to add reverse-z to the engine’s renderer but this didnt really solve the issue as it probably needs even more work adding an inifinite “far” plane or logarithmic depth but i think its fine for now, ill explain this more in depth with the next devlog on the origin engine.
new features
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added oceans to the planet builder, very simple for now but as a first version i think it works just fine, i spent at least 8 hours with this already lol, added basic controls to the ui to modify the shader’s uniforms and hopefully its good enough
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added loading/saving to the planet builder and to the sandbox, you can now save your projects using json serialization, a geometry-to-file algorithm and a texture-to file algorithm. note that the planets you create in the planet builder can also be used in the gravity sandbox
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added the terrain tool so you can now modify the geometry of your planet as you like, creating mountains, valleys or oceans
Next up is to finish the gravity sandbox gamemode, hopefully that should be a lot quicker as most of it is already done, but you know how this usually goes
HELP: if you have any ideas on how to make the depth texture more precise given the huge distances please let me know, theres not a lot of information out there
Comments 4
there’s this video but i think it’s more about fixing physics problems rather than z fighting and but it might help a little bit
you might have already watched it though
good suggestion, thank you!
omg i think you saved me, the 2 camera solution the video explains is perfect!!!! will need quite a lot of engine modifications but it is genius
https://www.youtube.com/watch?v=smuY3w-rWro this video might also be of use to you when it comes to the z fighting. Not sure if it would be easier or harder than the two-camera solution based on your engine though.
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