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June 25, 2017
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Brano Kemen's Blog   Expert Blogs

 
 

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Posted by Brano Kemen on Thu, 16 Jun 2011 03:21:00 EDT in
Podcast about some of the technology behind Outerra world rendering engine


Posted by Brano Kemen on Fri, 24 Dec 2010 04:26:00 EST in
Outerra engine retrospective - a short video compilation


Posted by Brano Kemen on Sun, 28 Mar 2010 11:41:00 EDT in Programming
A method of recording in-game HD videos without the large impact on frame rate as with an external video capture software.


Posted by Brano Kemen on Thu, 31 Dec 2009 05:14:00 EST in Programming
Evaluation of properties of floating-point depth buffers with regards to depth spans used in planetary rendering


Posted by Brano Kemen on Thu, 12 Nov 2009 03:46:00 EST in Programming
Another take on the horizontal fractal displacement for fractal-refined terrain rendering.


Posted by Brano Kemen on Sat, 29 Aug 2009 05:43:00 EDT in
Short video showing current progress with Outerra engine



Brano Kemen's Comments

Comment In: [News - 01/31/2014 - 04:57]

Overhangs are actually possible using ...

Overhangs are actually possible using horizontal fractal displacement, http://forum.outerra.com/index.php topic 2368.0 . Caves, tunnels will be done using extra functionality for generating geometry. r n r nTerrain and all procedural stuff is generated in persistent manner, a time-dependent random generator would make it useless.

Comment In: [Blog - 11/12/2009 - 03:46]

I was referring to earlier ...

I was referring to earlier blog http://www.gamasutra.com/blogs/BranoKemen/20090530/1564/Horizontal displacement.php Basically, the horizontal displacement modifies the mesh by displacing vertices in horizontal plane using fractal. The displacement is proportional to the terrain slope at that point. In that prior version of the algorithm I computed only the absolute, scalar value for the ...

Comment In: [Blog - 08/12/2009 - 02:43]

There's an older video with ...

There's an older video with the terrain at http://vimeo.com/2385874 The code for logarithmic z-buffer is easy to add to shaders, it's actually the one-line expression mentioned above.

Comment In: [Blog - 06/25/2009 - 10:49]

Well it could, but .. ...

Well it could, but .. currently it's using real elevation dataset for Earth 76m resolution that is further refined using fractal algorithms. Nevertheless, the complete dataset is 14GB. We have implemented progressive download so it's possible to land in a location like these while downloading only some 40MB of data ...

Comment In: [Blog - 06/01/2009 - 09:57]

Yeah that was me, and ...

Yeah that was me, and I've been pretty shocked myself .. like who posts this here .. omg, me :- And then the purpose of the attack wasn't clear to me, and I thought if it was angering the rest of the members against me .. well it's starting to ...

Comment In: [Blog - 05/30/2009 - 01:50]

Thanks We are working to ...

Thanks We are working to produce a downloadable demo first, hoping the feedback will also help us to decide further steps. Currently it's still basically a hobby project but everything looks really promising and we are considering the options just now.