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Dark GDK / Method for making convincing clouds?

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Hawkblood
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Posted: 1st Sep 2011 03:51 Edited at: 1st Sep 2011 03:52
In my game I need to make clouds for the atmosphere of each planet. Here is an example of what hapens when someone that doesn't know what he's doing tries to make clouds:

My question: Is there a FREE cloud method or am I stuck with discovering it on my own? I am using memblocks to write the image for the sky and displaying it on a plane at the edge of the view.

The fastest code is the code never written.

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WLGfx
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Posted: 1st Sep 2011 04:13 Edited at: 1st Sep 2011 04:16
Have a look for perlin noise generator. Should be what you're looking for...

http://freespace.virgin.net/hugo.elias/models/m_clouds.htm

and

http://www.gamedev.net/page/resources/_/reference/programming/sweet-snippets/simple-clouds-part-1-r2085

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Hawkblood
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Posted: 1st Sep 2011 21:56
Thanks. I think I have the idea now. I'll try it when I get home.

The fastest code is the code never written.
Mistrel
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Posted: 2nd Sep 2011 01:36
Realistic and Fast Cloud Rendering:

http://ofb.net/~niniane/clouds-jgt.pdf

Hawkblood
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Posted: 2nd Sep 2011 05:44 Edited at: 2nd Sep 2011 05:44
Well, here's what I have now. I know it can be improved, but I'm trying to make cloud variations for thousands of planets. I think this is OK for now. When I get to a tweeking point in my game, I'll come back to it.
Thanks guys.


The fastest code is the code never written.

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WLGfx
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Posted: 2nd Sep 2011 17:03
Definitely an improvement on just circles man... I'm currently working on generating planet and terrain textures, if you have any links.

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Hawkblood
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Posted: 3rd Sep 2011 00:21 Edited at: 3rd Sep 2011 00:22
If you are going to make terrains for planets, your best bet is to do something exactly like (or similar to) the clouds. Mine is done with some clever random sequencing:

Here is some psudo code:

I would give you the code I'm using, but it's HUGE. You can make simpler code (doesn't have as much variation) following the psudocode I gave. If you want it anyway, I'll post it, but believe me, you won't easily make sense of it.

The fastest code is the code never written.

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WLGfx
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Posted: 3rd Sep 2011 13:40
You've actually just given me an idea for when it comes to creating random planet textures. I may actually go down the route of direct bitmap access now I've got into assembly programming. I'm proto-typing some functions over this weekend in DBPro first to create a planet with clouds (2 separate textures).

The screenshot is impressive... I've got some thinking ahead of me...

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