Outerra Engine > Development screen shots and videos

Preview screens of early biome support

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cameni:
A couple of screens from the biome development branch. Uses colors from Blue Marble together with auxiliary data - vegetation density index that drives the fractal mixer controlling where trees and grass grow, and their ratio to the bare land.

Though not finished, it already makes the world much more interesting.












This is basically the first stage of the biome support, aiming to make the colors right from altitude and with vegetation density corresponding to the given biome type. It doesn't yet use different textures for different land types, nor different types of vegetation.

Things to do:
[*] masking out the colors of lakes - since the lakes aren't supported yet, these colors make blue and turquoise grass
[*] the same with the seas - since the color map is rough (500m), the blue color has a tendency to leak onto shores, giving the vegetation a bluish tint
[*] filtering square artifacts - especially visible on the vegetation growing along rivers flowing through otherwise dry land
[*] using a global rock map, changing the rock types to fit the surrounding environment
[*] distilling snow from the color map - snow needs to be applied dynamically. Also, it's currently applied in places considered freezing, but without looking at the precipitation values.
[*] using data from all seasons - currently it's using the data set from May

PytonPago:
That looks really awesome, when more biotops are present. The sea tinting is a weird thing doe, is the grass getting the color from the ground-texture ?

foxfiles:
Impressive results again ! congrats

C. Shawn Smith:
Man, I've got to get my main computer up and running again.  I'm missing out on all the cool stuff!

ZeosPantera:
NOW we must put an end to the plague that is evergreen trees!

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