Media Summary: so I figured out how to distort my graphics in a way that looks like a spherical I added some simplified terrain graphics so I can better see the world. I have rewritten the terrain gen to have a lot more simplified ... I made some back ground graphics, optimized and removed a lot of garbage collection. It still garbage collects because when I ...

Libgdx Planetary Rendering - Detailed Analysis & Overview

so I figured out how to distort my graphics in a way that looks like a spherical I added some simplified terrain graphics so I can better see the world. I have rewritten the terrain gen to have a lot more simplified ... I made some back ground graphics, optimized and removed a lot of garbage collection. It still garbage collects because when I ... Just like the previous video, you can see that the map is still the same old same old. However, the frame rate and time of each ... I started using a noise library to get seamless noise. the terrain is now technically infinite. the caves and rivers are generated ... I made some new trees and added some physics. I will be making a new grass texture and will add stone texture for steep slopes ...

I found that the graphics 3D calculations lose precision when you move the camera's position away from 0. now I translate the ... I figured out that I can cast a shadow an unlimited distance and made it shade the shadows only in the vertex shader for a drastic ...

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libGDX planetary rendering
libGDX experimental planetary rendering
2D libGDX Indie game terrain progress
Recursive LOD Planet Rendering - OpenGL
libGDX 2.5D shader progress
[LibGDX] Java Game Development Video 4 - Rendering Optimizations (stage 1)
Planetary Fog Rendering
3D libGDX voxel engine infinite terrain, better caves and rivers with perlin noise
libGDX 2.5D shader new trees and physics
[libgdx] basic terrain splatting
libGDX 2.5D shader bug fix and optimizations
Java Procedural Planet WIP
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libGDX planetary rendering

libGDX planetary rendering

it's a

libGDX experimental planetary rendering

libGDX experimental planetary rendering

so I figured out how to distort my graphics in a way that looks like a spherical

2D libGDX Indie game terrain progress

2D libGDX Indie game terrain progress

I added some simplified terrain graphics so I can better see the world. I have rewritten the terrain gen to have a lot more simplified ...

Recursive LOD Planet Rendering - OpenGL

Recursive LOD Planet Rendering - OpenGL

The body of the

libGDX 2.5D shader progress

libGDX 2.5D shader progress

I made some back ground graphics, optimized and removed a lot of garbage collection. It still garbage collects because when I ...

[LibGDX] Java Game Development Video 4 - Rendering Optimizations (stage 1)

[LibGDX] Java Game Development Video 4 - Rendering Optimizations (stage 1)

Just like the previous video, you can see that the map is still the same old same old. However, the frame rate and time of each ...

Planetary Fog Rendering

Planetary Fog Rendering

A demonstration of the

3D libGDX voxel engine infinite terrain, better caves and rivers with perlin noise

3D libGDX voxel engine infinite terrain, better caves and rivers with perlin noise

I started using a noise library to get seamless noise. the terrain is now technically infinite. the caves and rivers are generated ...

libGDX 2.5D shader new trees and physics

libGDX 2.5D shader new trees and physics

I made some new trees and added some physics. I will be making a new grass texture and will add stone texture for steep slopes ...

[libgdx] basic terrain splatting

[libgdx] basic terrain splatting

render

libGDX 2.5D shader bug fix and optimizations

libGDX 2.5D shader bug fix and optimizations

I found that the graphics 3D calculations lose precision when you move the camera's position away from 0. now I translate the ...

Java Procedural Planet WIP

Java Procedural Planet WIP

A very early version of my procedural

libGDX 2.5D shader optimized cascading shadow map

libGDX 2.5D shader optimized cascading shadow map

I figured out that I can cast a shadow an unlimited distance and made it shade the shadows only in the vertex shader for a drastic ...