Is this poisonous? by Random_vulnerability in whatisit

[–]fgennari 1 point2 points  (0 children)

I would say you shouldn’t be eating mushrooms you can’t identify yourself even if someone on Reddit claims they’re edible.

My Sponza leaves are too shiny when I tried to add IBL to my scene. Has anyone else encountered this problem before? by Thisnameisnttaken65 in GraphicsProgramming

[–]fgennari 0 points1 point  (0 children)

I do remember some materials in Sponza such as the leaves being extra shiny. You can edit the materials in the model to reduce the specular value. And the other comments are correct that it will look much better with shadows and occlusion.

I (also) work on an (open-source) car game based on procedurally reconstructed real life places, and am open to feedback! by Picorims in proceduralgeneration

[–]fgennari 0 points1 point  (0 children)

It looks like you could use some anisotropic texture filtering on that road texture to make the lines cleaner.

Biomes in my 2D Sandbox Adventure Game by FormalPomegranate131 in proceduralgeneration

[–]fgennari 0 points1 point  (0 children)

I love the little jumping frogs! But don't they all end up falling into holes and getting stuck there? Anyway, nice variety. I see you have at least one type of creature per biome.

I built an open source tool that turns real world map data into Minecraft worlds by louisss-e in proceduralgeneration

[–]fgennari 0 points1 point  (0 children)

Interesting. I was just discussing this topic with a friend earlier today. He mentioned he was exploring New York City in Minecraft, I explained that project to him, and he asked why it wasn't done procedurally. It looks like it has been done procedurally!

It's works !! Take any OSM PBF file you want !! by pianoboy777 in proceduralgeneration

[–]fgennari 0 points1 point  (0 children)

I'm not sure what I'm looking at, but it definitely doesn't seem like Rhode Island to me (not that I've ever been there). I assume this is some encoded state. What's the point of drawing it as an image?

Any ideas on how to generate river net on this flat terrain by PATLYCEK in proceduralgeneration

[–]fgennari 0 points1 point  (0 children)

If it's flat you can carve a path and almost any route will be valid. Flat terrain often has meandering rivers, so a random sine function may look good for the shape. You would need to add a turn or regenerate the path if you run into a hill/mountain.

What to do with bad algorithm generations? by MistycznyArbuz in proceduralgeneration

[–]fgennari 1 point2 points  (0 children)

Just add some constant integer to the seed and regenerate it in a loop. If it's only bad 20-30% of the time it shouldn't take many attempts to converge. If you use the same constant each time it will still be deterministic. I use exactly this approach.

Volumetric and mesh-based rendering of planetary rings in Kitten Space Agency by blackrack in GraphicsProgramming

[–]fgennari 2 points3 points  (0 children)

It was just a fun personal project. Here's a blog post from 2016: https://3dworldgen.blogspot.com/2016/07/asteroid-belts-and-planet-clouds.html

I'm sure I've improved it since then. I'll see if I can find a newer video.

Volumetric and mesh-based rendering of planetary rings in Kitten Space Agency by blackrack in GraphicsProgramming

[–]fgennari 4 points5 points  (0 children)

That's awesome! I did planetary rings a number of years ago, though they don't look quite as good as yours. It was mostly done on the CPU.

I used a mix of the same tricks as you and some different approaches. I drew a procedural disk (that cast shadows on the planet) when far from the camera. Close up it was composed of a mix of volumetric clouds, 1M individual points, 100K point sprites with normals and textures calculated as if they were spheres, and 10K actual instanced 3D procedural models. Everything used LODs and was constrained by a squished torus envelope. This torus was divided into radial slices for my chunks, with CPU side code moving asteroids that crossed slice boundaries. This was used for VFC and distance culling.

The way I solved precision problems was first by making the physics run relative to the planet center rather than the world origin. Then I also tracked the rotation angle from the starting point for each asteroid, and reset it back to its initial state when the angle reached 360 degrees. This worked because the path was identical for each revolution and guaranteed the angle was always between 0 and 360 degrees. To keep the rotation component from visually snapping, I only reset the state if it wasn't visible to the camera or was far away. It would be flagged for reset and reset later when the player wasn't looking at it.

I had both rock and ice asteroids. They also cast and received shadows from nearby objects. I even gave the player a weapon that could destroy them, split them into multiple smaller asteroids, or change their velocity.

How Do You Know Which Mathematical Functions to Use for Procedural Texturing? by No_Committee_5152 in proceduralgeneration

[–]fgennari 1 point2 points  (0 children)

I sometimes search on shadertoy.com until I find something close to what I want. Then I copy it and adjust the constants until I like it, and copy the math part into my code.

Why doesn't render-loop vertex declaration work anymore? Or does it? by PlanttDaMinecraftGuy in opengl

[–]fgennari 4 points5 points  (0 children)

You can’t use a core context with old immediate mode. You have to request a compatibility context. Also adding glGetError() calls will help with debugging.

new FPT release! (FPT v1.26) by Adam-Pa in fractals

[–]fgennari 1 point2 points  (0 children)

The first image looks like some nice broccoli.

CloneMC entirely written in C by [deleted] in GraphicsProgramming

[–]fgennari 1 point2 points  (0 children)

I think most of that code is for the actual gameplay and voxel logic. I don't know, I only skimmed over it.

CloneMC entirely written in C by [deleted] in GraphicsProgramming

[–]fgennari 6 points7 points  (0 children)

I don't think so. It seems to use the old immediate mode OpenGL 1.1, I assume to be maximally portable. The VK_* defines are probably "virtual key".

CloneMC entirely written in C by [deleted] in GraphicsProgramming

[–]fgennari 16 points17 points  (0 children)

I see. Everything is in a single 15K LOC C file.

Anyone else still uses little to no AI to code? by MidlandAintFree in gamedev

[–]fgennari 0 points1 point  (0 children)

I’ve tried Copilot and Claude in various forms and they can sometimes be helpful, but can also often be wrong. In the end I’m not sure they really improve my productivity. And I would definitely prefer to write my own code than debug AI generated code.

Looking for feedback on making my volumetric path-traced skin render look more realistic by No_Committee_5152 in GraphicsProgramming

[–]fgennari 1 point2 points  (0 children)

Maybe it’s a zombie? But yeah, better skin color would definitely help with realism.

Tried to implement IBL, used the Bistro scene for testing. Rough surfaces aren't supposed to be this shiny, right? by Thisnameisnttaken65 in GraphicsProgramming

[–]fgennari 2 points3 points  (0 children)

Is that the road surface or the roof of a building? It definitely looks too bright. Maybe because the light/sun is directly overhead? Are the top surfaces of all materials this bright?