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Work in Progress / Procedural Planetary Generator

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Rich Dersheimer
AGK Developer
14
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Posted: 8th Aug 2011 04:17 Edited at: 8th Aug 2011 04:18
I started this project while I was creating planets for another WIP - a space trading game, but I didn't make much progress initially. Then Diggsey came out with Advanced 2D and TopGUI. Adding Sven B's Image Kit V2 brought the whole thing within reach.

I'm still working on:

Atmosphere glow
Clouds
Ice Caps
Volcanic Planets
Exporting as sprite sheets

and a few other things

But here's a video of my progress so far, and I've attached a demo .exe file.



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Duffer
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Posted: 8th Aug 2011 21:14
@ Rich,

This looks fantastic. Will there be facility to export textures, .dbo and .x 3d objects??? (pls say yes).

Another thought - what about bumpmapping and/or contouring of the sphere...?

Perhaps also making up the planet sphere from more than texture (over several spheres)?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Diggsey
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Posted: 8th Aug 2011 21:39
That's really cool How detailed can it make the textures, and are there ever any artifacts at the poles?

[b]
Rich Dersheimer
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Posted: 8th Aug 2011 22:35 Edited at: 8th Aug 2011 22:45
@Duffer - Under the File I/O tab there is a button that saves the colormap. I would like to make and export a bumpmap, but at the moment, I'm not sure how to color one. The planet is a simple sphere, but exporting the object would be easy. I want to make an "asteroid" planet type, with a deformed mesh, and that would need to be exported. I've been thinking about using separate objects for atmospheric glow and planetary rings, so if I do that, then exporting a .x or .dbo object would only make sense.

@Diggsey - the texture is 1024 x 768, and it really suffers when zooming way close. I can probably double the size without too much of a performance hit. I've been kind of cheating with the artifacts - for the earthlike, the landmass doesn't extend far enough north or south to be affected. And an icecap would cover up those areas.

For the gas giant and barren planet types, almost the same thing, I made the solid color at the poles larger, and kept the turbulence away from the poles. For getting rid of the vertical seam, I split the map in half, flip both halves, and re-texture the center strip that doesn't match up.

@Both - thanks for the kind words!

Chris Tate
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Posted: 8th Aug 2011 22:37
Very nice.

Rich Dersheimer
AGK Developer
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Posted: 8th Aug 2011 23:05
Thanks Chris. You're not (by any chance) working on Image Code that could change a greyscale heightmap into a bumpmap? I'd hate to spend hours on it, only to find out it's already been done!

baxslash
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Posted: 9th Aug 2011 14:51
Works great Rich!

Nice work

Pincho Paxton
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Posted: 10th Aug 2011 13:20
Looks very nice. Would be also good if it could export a specular type colour map. The nvidia plugin can convert greyscale as well so I don't think it would be too hard to export a greyscale map.

Morcilla
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Posted: 12th Aug 2011 20:18
Looks cool and polished to me.
Overall, I like how gas giants result

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