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Posts by Sven

A world far away from the sun. The hemisphere towards the sun is rocky and transitions to a full ice cover as the surface curves away from the sun.

A world far away from the sun. The hemisphere towards the sun is rocky and transitions to a full ice cover as the surface curves away from the sun.

Sketch of a tidally locked ice world. I quite like the surface texture of the ice here :)

#bevy #gamedev

4 days ago 16 1 0 0
Low orbit around the new planet with a large sun in the background and a giant lens flare.

Low orbit around the new planet with a large sun in the background and a giant lens flare.

Low orbit looking down at the planet.

Low orbit looking down at the planet.

Found a place for it close to the sun, which is also where the lens flares live.

4 days ago 5 0 0 0
Video

This was supposed to be a moon but it ended up looking more like a planet. Trying a new method here to get more color variation.

#bevy #gamedev

4 days ago 10 1 1 0
Mars-like planet with a focus on a darker spot that looks like a dried up lake with remnants of rivers that one flowed into it.

Mars-like planet with a focus on a darker spot that looks like a dried up lake with remnants of rivers that one flowed into it.

Messing around with noise functions for the desert planet I noticed that faking dried up rivers and lakes is just a matter of layering and warping noise. No complex simulations required :)

#gamedev

1 week ago 17 2 1 0
Volcano with a large crater

Volcano with a large crater

A closer look into the crater, showing cracks filled with glowing lava

A closer look into the crater, showing cracks filled with glowing lava

how about some procedural volcanoes

1 week ago 13 1 1 0
Video

Somehow got inspired to improve the looks of the "default moon" in the game.

This is the first time I'm using a grid-based approach for the craters. That way every generator invocation only needs to iterate over the nine closest craters to calculate their height offsets.

#bevy #gamedev

1 week ago 30 3 1 0
"before" and "after" image of the clouds. Before is much flatter and after is a thicker cloud layer with more detail.

"before" and "after" image of the clouds. Before is much flatter and after is a thicker cloud layer with more detail.

Investing some time in cloud rendering again ๐ŸŒค๏ธ Here's a small improvement to the density function that makes the cloud layer thicker and uses an additional 3D texture to give it more detail.

#bevy #gamedev

2 weeks ago 28 2 0 0

It's just a big point light that's placed a fixed distance from the spaceship and has a radius that makes it match the angular diameter of the body. The color is hand picked and constant, just the intensity depends on the spaceship position.

2 weeks ago 1 0 1 0
A rocket above a green moon. Its shaded side is illuminated by the surface and has a green tinge.

A rocket above a green moon. Its shaded side is illuminated by the surface and has a green tinge.

Post image Post image Post image

Finally added planetshine! Now planets and moons will also illuminate the rocket based on how much light they receive from the sun. Really helps tie the scene together.

#bevy #gamedev

2 weeks ago 29 5 1 0
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In the end I have to be really careful about the functions used in the compute shader. We don't want planets to change appearance from one platform to another.

3 weeks ago 2 0 0 0

The height quantization in the generator was because of a hash function calculating the sine of large values, an operation that is not strictly defined and may change at any time. Luckily we can calculate hashes without sines.

3 weeks ago 2 0 1 0
The added @invariant attribute for wgsl

The added @invariant attribute for wgsl

The fix for the hexagons was to mark the position output of the vertex shader as "invariant". This forces the prepasses and main pass calculate the positions in the exact same way. This is important for shadow calculations among other things.

3 weeks ago 2 0 1 0
Black hexagons in the terrain.

Black hexagons in the terrain.

Terrace-like effect from quantization in terrain height.

Terrace-like effect from quantization in terrain height.

With the latest driver update nvidia threw a curve ball my way. The terrain suddenly rendered with black hexagons and the generated data of some planets lost a lot of resolution.

#gamedev

3 weeks ago 12 3 1 0
Video

And here's the first dwarf planet! It's far from the sun and features a "sea" of frozen nitrogen. I like how the very thin atmosphere makes it look much more dramatic.

#bevy #gamedev

3 weeks ago 21 3 0 0
Cool looking planet with sparse, brightly colored mountain chains and dark plains decorated with pale orange bands.

Cool looking planet with sparse, brightly colored mountain chains and dark plains decorated with pale orange bands.

hell yes this was fully intentional and not at all the result of putting a minus in the wrong place

#gamedev

3 weeks ago 21 4 0 1
A sphere with dark scratches done with a shader.

A sphere with dark scratches done with a shader.

It's the first one to use this scratch noise thingy. It's more difficult to make it look natural than I had hoped, but in this case it worked out nicely.

3 weeks ago 3 0 0 0
Video

And another one! I quite like the wavelike pattern on this one. It's also the first to feature the new procedural impact craters.

#bevy #gamedev

3 weeks ago 40 6 2 0
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Video

More experiments with canyon features! This time with a slightly different approach which allows making them even larger. I like how those help sell the "icy moon" look. Poor moon has been through a lot though :(

#gamedev #bevy

4 weeks ago 22 4 0 0
Little hole in the middle. I need to check my math.

Little hole in the middle. I need to check my math.

And before anyone asks: Yes it comes with a built-in singularity artifact.

1 month ago 3 0 0 0
A procedurally generated impact crater on an otherwise plain sphere. The radius varies and there is a lot of variation in the terrain at the rim.

A procedurally generated impact crater on an otherwise plain sphere. The radius varies and there is a lot of variation in the terrain at the rim.

Finally sat down and worked through the math to generate realistic looking crater geometry. Now nothing will stop me from spamming those when creating new planets and moons.

#gamedev #bevy

1 month ago 33 4 1 0
Video

Started working on a new moon for one of the gas giants. I really like how adding local surface features helps to add some character.

#gamedev #bevy

1 month ago 22 4 1 0
Two very short canyons and a longer one below, making the moon look like a potato with a face.

Two very short canyons and a longer one below, making the moon look like a potato with a face.

Trying to place some canyons on the surface of the moons and uhmmm

1 month ago 9 1 0 0
Ganymede with a similar impact crater

Ganymede with a similar impact crater

It's loosely based on this impact crater on Jupiter's moon Ganymede

1 month ago 3 0 0 0
A moon with an impact crater with white ejecta. Looks like it has been hit by a giant snowball.

A moon with an impact crater with white ejecta. Looks like it has been hit by a giant snowball.

Post image Post image

Literally all I want is to make an impact in this world

Some experiments with producing impact craters in the terrain generator :)

#bevy #gamedev

1 month ago 18 3 1 0
A rocket in orbit around a moon of a blueish gas giant. The moon has a cracked surface with lava glowing in the cracks.

A rocket in orbit around a moon of a blueish gas giant. The moon has a cracked surface with lava glowing in the cracks.

I've been quiet for a while again, but lots of things have been happening behind the scenes! Just not much that would make for flashy pictures. Now I'm looking forward to positing more about the progress again :)

#bevy #gamedev

1 month ago 12 3 0 0
A rocket hovering above the water close to the shore. The water is transparent in shallow parts and gets progressively darker and more opaque the deeper it is.

A rocket hovering above the water close to the shore. The water is transparent in shallow parts and gets progressively darker and more opaque the deeper it is.

With the added transparency and light absorption, the water shader now passes the "do I want to go for a swim there" test :)

Next, I finally need to address the texture tiling.

#bevy #gamedev

2 months ago 19 2 0 0
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This would have been trivial with the depth prepass. This way however I can use the depth from the main opaque pass and avoid rendering the terrain twice as its vertex shader is not quite trivial.

2 months ago 0 0 0 0
A scene with the ocean in the background. The ocean is just a black and white representation of the depth texture and shows the terrain underneath the water.

A scene with the ocean in the background. The ocean is just a black and white representation of the depth texture and shows the terrain underneath the water.

Managed to get the depth texture into the ocean shader. This felt super hacky with the higher-level material system but should allow for some nice transparency effects.

#bevy #gamedev

2 months ago 15 2 1 0
Video
3 months ago 2 0 0 0
A moon with a barren surface containing a network of canyons with glowing lava. In the background is a gas giant with a ring.

A moon with a barren surface containing a network of canyons with glowing lava. In the background is a gas giant with a ring.

I added the option to output an emissive texture from the terrain generator. Here's a new moon to showcase the effect ๐ŸŒ‹

#bevy #gamedev

3 months ago 24 5 2 0