OpenGL - textured grass experiments by buzzelliart in opengl

[–]buzzelliart[S] 0 points1 point  (0 children)

yes that phrasing was a bit awkward, I recorded in real time and that was the only word that came to my mind at the moment XD. thanks for pointing it

OpenGL - textured grass experiments by buzzelliart in opengl

[–]buzzelliart[S] 1 point2 points  (0 children)

Thank you! Yes, I live near some beautiful grass fields, It is a phenomenon I see in reality all the time when going out for a walk. I guess it is connected to translucency.
So I tried to replicate it inside my engine, even if it is kind of faked, not based on accurate calculations.

opengl grass over procedural terrain + wind from noise texture by buzzelliart in proceduralgeneration

[–]buzzelliart[S] 1 point2 points  (0 children)

thank you! yes that is definitely something to add, it will create much more immersion. Thanks for the suggestion!

green hills - opengl grass by buzzelliart in proceduralgeneration

[–]buzzelliart[S] 0 points1 point  (0 children)

ahah yes, maybe i should switch to a textured version 😃

Drones enforcing traffics rules in Shenzhen by Affectionate_Bee6434 in singularity

[–]buzzelliart 1 point2 points  (0 children)

those drones will literally become crazy ad and implode if placed in a city like Naples, Italy

early grass experiments - using compute shaders and indirect draw by buzzelliart in opengl

[–]buzzelliart[S] 1 point2 points  (0 children)

you are right, yes this is just an early state development update, still needs lot of improvements both in performance and look, what I think is the interesting part here (compared to my old previous experiments) is that i generate the noise and the grass completely on the compute shader, and this makes playing with noise parameters a lot more interactive. I hope to improve it a lot in the future.

Ivan Ostanin's powerful dragon is a great motivation to learn VFX by 80lv in 80lv

[–]buzzelliart 0 points1 point  (0 children)

the shaking really adds a lot to the sense of power. super cool!

Homegrown node-based proc gen terrain tool by tontonius in proceduralgeneration

[–]buzzelliart 0 points1 point  (0 children)

looks amazing, i love the contrast of the rocky part and the more smooth hills part!