[video]http://www.youtube.com/watch?v=Si4P8ACTFyg[/video]
It’s a planet generator that renders efficiently from space to ground level using quadtree based LOD, skirt based seam correction, and a fractal height generator.
The goal of the project is to keep things simple. When exploring how to do this, a lot of the examples were really complex, and the code, often in C++, wasn’t very easy to understand. Most of the work was distilling all these ideas and code samples into something clean and concise.
The code can be found here
UPDATE
2/23/2012
New video of physics and shadow integration. Added Jaime walking across the surface by popular demand.
I also removed the logarithmic depth buffer for now and switched to a dual viewport scheme. this allows me to utilize stock jme3 materials and filters.
UPDATE:
1/27/2013
Added physics integration! Going to fast will end in clipping through the terrain but otherwise you can now travel along the surface of the planet.
5/13/2012
Added atmosphere and other effects. New video!
5/8/2012
Added water (using t0neg0d’s deformation shaders), some stars and a moon. New screenshot below.
4/29/2012
Added rickard’s lighting material.
TODO:
Generate terrain patches on a different thread to speed things up
More complex atmosphere (clouds)
Sun
Foliage (possibly with Forester)