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XNA planet renderer - light shafts test

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Uploaded by on May 19, 2011

Link to my blog: http://www.gamedev.net/blog/1302-silviu-andreis-journal/

In this video I am testing light shafts which are created using a slightly modified version of the algorithm described in "Eric Bruneton and Fabrice Neyret: Precomputed Atmospheric Scattering". The atmospheric scattering is from the same paper. Terrain is generated using a ridged multifractal algorithm.
Fully developed in C# using XNA Game studio 3.1
Rendered in real-time on an Intel Core I7 2.6 GHz, 8GB RAM and a GeForce GTX 460M GPU

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Gaming

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Standard YouTube License

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Uploader Comments (asilviu2008)

  • Just one simple question. XNA or C++?

  • @TugaSammy The version from this video is XNA

  • @asilviu2008

    Sorry for my english. ;)

    Man! You are my hero! Ilove really love your work. I want to learn about XNA too. but I don´t know here to start... I don´t want your code or something like that, I just want 1 of 2 things:

    1st - that you write some tutorials about your project, (don´t need to be your original project) just some stuff about to create a world, lights, efects, textures, the render, geomipmaps, etc. And I will pay for this tutorials if was necessary! ;)

  • @TugaSammy Thank you. Writing high quality tutorials is very hard work and takes a lot of time which I don't really have. However, I have a blog where I post from time to time my progress and explain some of the technical aspects. I haven't updated it in a while but I will soon.

  • could i down load this 

  • @ghost59able Not yet

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  • @asilviu2008

    2nd - Or give us some good tutorials in internet or some where else, that we can follow ("Good" because everything I found in internet does not seem good enough compared to your project)!

    Thanx for your attention! :) Keep the good work.

  • Looking good :-)

  • @asilviu2008

    Thanks it's really great work, i can imagine you get to the stage, 'what shall i do with it' lol, because turning it into a game probably involves another order of magnitude of work. Anyways ~S~

  • @PICLex Not yet, but I will start a development log soon and I will post the link in my next video

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