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Thanks everyone for your comments. It's very motivating. bit64 thanks for the great comments one of the things I spent a lot of time on is making the scene "real" yet artistic at the same time (I know, I still got a long way to go)
comella, Pants, a j harvey, XycsoscyX, krogoth, Ted, Nick, Mace, Thanks for the comments. here's what I did with the whole light/fog issue.
-First I'll address the Fog/lighting issue:
the planet does not turn to a quad when it is far enough because depending which way you are looking at the planet the light bouncing off will be different (which I can still do with a quad but would require constant calculation of the angle with the planet and the planets angle with the sun). Basically if I'm looking at the planet from the side (light covering half the planet) from a great distance the brighness will be less than the one if I was facing the planet (light covers the visible face, like a full moon), of course at a great distance.
So basically the planet reduces to a minimum 6 sided quadratic. Also, the lighting on the planet is somewhat modified by a lightmap texture blended with the planet. This texture is not affected by the fog and so the planet shines brightly when you are far (and looking at the shiny side of the planet). On the flip side, If you approach the planet from it's dark side the fog effect does it's magic because on minute you can't see any planets the next you see the sillouette of the planet emerge form the darkness (very cool).
Of course all this is to cater to a non-restrictive space (basically go anywhere in the solar system). For a game I would probably use some sort of a restrictive space in which case the planet can be converted to a quad and the brightness calculated at the begining of the level.
[WD-40]
-The texture is taken from the NASA site (I forgot the address, but if you search for "planetary maps" you'll come accross it)
- Like fluffy mentioned, The dark side of the moon is not pitch dark. Stars generate enough light to somewhat illuminate the planet (remember, out there you can see a WHOLE lot more stars than down here). This is why the back face is not totally dark (actually it is darker in the actual demo, but somehow when I converted the screenshot to jpeg it became lighter, and some of my stars disappeared). This, plus the fog effect gives the dark side of the planet that you guys are thinking of, but that darkness comes only at a distance from the planet.
- The "heightmapped planet" I am still working on. The beauty of it is that you will be able chase a ship from space into a planet, through canyons, without having to stop and load another level.
raspberry, ogotay, Rui (you're right about the flares, I still can't find the perfect blending for those, any tips are appreciated), Thanks for the comments.
Basically the goal is not to simulate the solar system exactly, but to be real enough yet artistic (a hard balance).
Just yesterday me and "Punchey" (mentioned above, who is working on a similar project) decided to combine our efforts and start a game,
Basically it will be a space sim blast some aliens PLUS land on a ship or a planet and blast some more aliens.
We'll give a screenshot with more info later, maybe a demo.
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