Another Nebula Update

Time for another nebula update.

I have been playing with something called Strange Attractors to generate the nebula volume or cloud point list. Strange Attractors are a class of fractals but produces an unlimited amount of variations.

I got the idea from Ysaneya's journal (you should really check it out, it's really great stuff!), and with some digging I found a very nice book by Julien C. Sprott with algorithms, source samples and all. I can't say I understand all the specifics of the math involved, but it was quite interesting reading.

So, I've implemented a generator that can make 3D Strange Attractors, basically it generates a list of points that I can use to place my cloud billboards. The attractor is generated with a unique serial number so it can be recreated easily - and it don't take long to generate. I still need allot more testing before I'll call this complete.

At the moment I suffer from very poor frame rate, I think it's due to the heavy amount of alpha blending and pixel overwrites. I'm making a test using point sprites indstead to see if that can be used. Generally I have had best results with a large amount of points and very small cloud billboards - but rendering 20-30000+ quads is too much for my graphics card.

But performance tweaking comes later, first I need to be able to produce some interesting looking nebulae bodies and figure out how to do the lighting etc.

Here is a clip of how it looks so far.



Edit: Please someone, tell me how to stop YouTube from blurring and washing out the quality of me clips!

Ronzan - 15 juni 2008 23:38 3 Comments
Tags: XNA, Game

Nebula Effect, 2nd Test

So I've fiddled some more trying to make some kind of nebula effect.
I now import my "cloud points" from a mesh and create one quad billboard for each unique vertex in the mesh.

I've had the best results while using very large amounts of smaller cloud sprites, like 3-4000, but that just chokes up my graphics card too much. I can probably tune the shader some but I think I'll go for some other way of dealing with this.

So instead I'm using less but larger cloud sprites and think I get an ok result for now.
I have also added random colors, sizes and base alpha values for the cloud sprites. Later I want to find a way of controlling those values.

Here is another clip of my nebula testing:

Ronzan - 12 juni 2008 21:54 1 Comments
Tags: XNA, Game

First Nebula Test

I've created a small video clip of my initial nebula testing.
For this test I'm using billboards.

More about this later, I just wanted to find out how to grab a video and put it on the site, so here goes....

Ronzan - 12 juni 2008 01:25 1 Comments
Tags: XNA, Game