DEMO HERE:
http://anykeyh.developpez.com/pgen.jnlp
SOURCES HERE:
http://anykeyh.ftp-developpez.com/current/pgen-src.rar
Who say Java is too slow for beautiful realtime 3d?
Here is a procedural planet generator.
I generate heightmap, texture map, normal map and specular map.
For each planet I use three pass: one for the planet and 2 for the atmosphere (front & back side).
Actually, I’ve only write the earth and mars palette color, but another comes soon
Very impressive. What kind of framerates are you pushing with that?
Pretty kickass. Are the clouds pregenerated?
Also, are you using jME terrain generation and then mapping to a sphere, or are you using your own heightmap generation algorithm?
chirstius :
- 140fps on 8800GTS with terrain in 2048x2048
- 70fps on ATI mobility X700, but with textures in 512x512 (64mb in card memory…)
Time to generate all textures is ~22 seconds for 2048x2048 textures on a Core 2 Duo processor (generator is multithreaded), ~40 secs one simple core processor. But 512x512 terrain take less than 5 seconds to be generated.
Momoko_Fan: All are generated proceduraly… except the clouds :// (the best texture in this pictures ^^). Clouds are downloaded from Celestia motherlode. But the shadows of cloud on the ground is builds by the shader program!
Nice. The Earth looks incredibly good. Any way to store the generated textures rather than recreating new all the time?
That is awesome.
Nice work …
wow, beautiful
do you have a webstart demo somewhere ?
i'd like to see it in realtime.
Ok I will see how java webstart works and how make a demo
wow, that looks great! Can't wait for the demo…
http://anykeyh.developpez.com/pgen.jnlp
The texture generation is 1024x1024 in this demo (just a bit less details than screenshot)
anykeyh said:
http://anykeyh.developpez.com/pgen.jnlp
The texture generation is 1024x1024 in this demo (just a bit less details than screenshot)
You must wait 7/8 seconds on bicore process and ~15sec. On mono core (I haven't make a wait screen ^^)
Very nice! But there is one issue on my system (Geforce Go 7400): the atmosphere sphere seems to be clipped at the camera's z position.
Maybe bounding volumes for planet and atmosphere can fix that?
Also there's an updateRenderState missing, the fps text shows with the planet's states still active - looks quite cool though
Looks great, does it really require JDK 1.6+? If not, you should set it to 1.5 so I can run it from this macbook.
hevee said:
Very nice! But there is one issue on my system (Geforce Go 7400): the atmosphere sphere seems to be clipped at the camera's z position.
Maybe bounding volumes for planet and atmosphere can fix that?
Also there's an updateRenderState missing, the fps text shows with the planet's states still active - looks quite cool though :D
I have the same problem with fps text. But I don't know why atmosphere is clipped... Do you have a screenshot?
Looks great, does it really require JDK 1.6+? If not, you should set it to 1.5 so I can run it from this macbook.
I have rebuild the source without some Java 6 annotations and updated the jnlp, you can retry now ;)
Doesn't look as good as in the screenshots :(
very sweet!
I didn't get any fps, because it was garled, like momoko_fan's screenshot
What are the graphics cards requirements for this?
Endolf
You need a card with GLSL (Pixelshader 2.0) support… for nVidia this is anything better than GeForce FX 5200 (my shader-hating card).
Btw, I am getting about 10 fps on this test; can't say exactly because the planet's texture bleeds on the text.
Endolf said:
What are the graphics cards requirements for this?
Endolf
i get 20 FPS in 1280 x 1024 (about 10 FPS when i go near)
about 30-50 FPS in 800x600 (20 FPS when i go near)
thats on a 1,8 Ghz Core Duo / ATI Mobility x300