This video shows a demo about my new procedural texture generation engine. The height map is generated in real time at the frame rate showed on the top-left corner of the window (the "generation" label).
- Lumps (512x512, 200 objs, 16 bpp, 345 FPS)
- Blobs (512x512, 16 bpp, 107 FPS)
- Perlin noise (512x512, 8 octaves, 16 bpp, 115 FPS)
Also, the normal map and the bump mapping are calculated in real time. I used 16 bit per pixel to have more precision when I get the normal map (search my High Static Range video). Precision and speed of this engine are awesome. The final result can loop in horizontal and vertical directions.
CPU: Intel 2 QuadCore 2333 Mhz; RAM: 4 GB DDRII 800Mhz
It's pretty cool. I'd love to know how you went about achieving the look for blobs.
P4INKiller 6 months ago
@P4INKiller Thanks. There are lot of sprites in random positions and thet are drawn in the same texture using: dst = mirror(src + dst, 0, 255). Moreover i have to say that the sprites used in this example are spheres looped horizontally and vertically.
GinBlog82 6 months ago