Hello again! The volumetric cloud project has achieved the status of complete for now. I was finally able to get decent volumetric clouds rendering using openGL, cg and shaders…influenced heavily by an example from nVidia of rendering to 3d textures. The only thing missing to make them very convincing is self-shadowing…someday
. Check it out!
Programming
C++, frame buffer objects, Graphics, OpenGL, pixel shader, Programming, render to 3d texture
I recently posted on my personal blog about the current status of my volumetric cloud project. It is far from complete, but I briefly go over a few techniques that I have found interesting, provide some links, and a handful of images that I’ve saved along the journey. Enjoy!
Programming
C++, Graphics, OpenGL, Perlin Noise, Procedural Generation
Now comes the tricky part, what if you need to select a tile, or a character on a tile? Or more technically–how can you determine which tile your mouse is currently over? I should also mention that this process may sometimes be referred to as a “screen-to-map” conversion, taking the mouse’s screen coordinates, and converting them to map coordinates. In a regular map with rectangular tiles it’s easy, just take the x and y, divide them by tileWidth and tileHeight, then do the conversion formula: tileID = y * numCols + x (unless you use a 2D array).
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Isometric, Programming
Isometric, Programming, tile engine, tile picking, tile picking with mouse, tutorial
Hello all! My name is Ray..and today I want to talk about creating isometric things…like engines, editors, and maps. Mostly maps, but these concepts apply to all three. OK, here goes!
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Isometric, Programming
2D, C++, game development, Isometric, rendering, tile engine, tutorial