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old-gdevice by Mind Map: old-gdevice
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old-gdevice

This mind map is also intended as a project backlog or wishlist

legenda

todo item

doing item

done item

research note

auxiliary note

regression note

world

terrain

features, erosion, Improved eroded noise, noise s, eroded noise e = pow(s.,n), define a local maxima distance, define an erosion map centered to local maxima, mixing s and e by the erosion map, tricks from I-Novae, flysch, other erosion features, canyons, cliffs, rivers, Antelope, composition, distance to local maximum (peakness), local maximum for a function of 2 variables, clamp( smoothstep(-N'',0,1)/(1+dot(N'xy,N'xy)), 0, 1 ), dist = dot(f',f') * ( 1 - smoothstep(D,e,2e) * smoothstep(-fxx,e,2e) ), isMaximum() = 1/(1 + dist), noise with "peakness" as 4th component, use "peakness" to mix-in DLA, jordan2, 1/x gain, to get rid of the off-loop initial step and perhaps more details, break homogeneity, multiply by previous octave or signal, min( previous, current ), negative gain => flipping amplitude, multiply by sparse voronoi, warp domain, more swiss peaks, inverse noise, Max( n1, n2, ..., nN), n = 1 - m * abs(n), better erosion, stronger sovraelonging and layering for low octaves, Dendritic drainage pattern, fractal, fix continuity of distance to the fractal, find dense dentritic julia sets, reproduce that julia set on a gdevice terrain, fix the poor resolution issue on the high frequency octaves, apply the TIA coloring method to the dense dentritic julia set, Triangle Inequality Average, example, tutorial, more about smooth iteration count coloring, more about fractal coloring, logistic maps have no "if" statements, centripetal, DLA map, polar access, talus, mix( high-frequency, higher-scale-low-frequency, alpha ), vector field, other possible ways, voronoi fbm 4..6 controlling jordan, Modulate with an prebuilt "erosion texture map", the "erosion map" can be a precomputed brownian tree / DLA, or it can be a particular julia set, fast tiling that can be used for voronoi or drainage patterns, Dmytry's procedural erosion, modulate each octave with a fractal bifurcation depending on height, Julia explorer, Dendrite rotation, visual showcases about erosion vs julia, Julia and Fatou sets, logistic map, Procedural Models based on Hydrology, julia controlling the mix between jordan1 and jordan2*sparse_voronoi, subtract julia according to surface normal, jordan ridges, julia controlling jordan ridges, jordan_ute * sparse_voronoi * julia(s), modulate jordan damping with height and steepness to smooth valleys, reference examples, Antelope island, Dendritic Drainage Pattern, Rincon de la veja, example1, Mars showcase, Mars with water, Foggy Mountains 2, Alps, trino games, better fog by iq, other, continents, rocky outcrops by billowed voronoi, how to nest objects onto terrain seemlessly, buildings, underground gates, ruins, paths, biomes

regressions, small breaks between tiles, try quantization, can't get finer details?, possible color discontinuity with distance, far mountains shall fade with the sky (always), vertex color acne, increase texture noise for vertical aligned normals, tiles 33x33, suspected color saturation

examples, shadertoy, Foggy Mountains 2, Elevated, Mountains, Desert Morning, Terrain + Sun, Cloudy Terrain, Isosurface, GeoControl2, Dmytry's fractal erosion, Unity3D terrain shader

foliage

grass

trees

building details

underground

caves, shadertoy, Subterranean fly-through

indoors

tunnels

promoting

blog

fix the tag cloud, pure js tagcloud, roytanck, Krypted

post previews

add mindmap + mindmeister logo

review old posts

donate

other posts todo, atmospheric scattering, global illumination, shadow volumes and PBR, materials, window system, GL4 pipeline, procedural displacement mapping

examples, Magnum

rendering

details

close, procedural tessellation, better material-wise heightmap formulas, precomputed detailsDx, textures gaussian pyramid, Fastest Gaussian Blur, procedural bump mapping, shadertoy, Edgy norm, subtexel, procedural specular strata, glittering, Farbrausch's snow glittering, musk

far, triplanar, 4 addictional rock patterns, Scape: Projecting textures onto heightfields, normal scale is not uniform between LODs ?, acyclic textures, IQ's un-tile-fication, texture warping

PBR

Rayleigh/Mie Scattering

specular and fresnel fall-in/off

post-processing-like, Starwars Battlefront + Toddyhancer, post-processing injectors, Reshade, ENB, tonemap on scattering area, Enrico desaturation, Bokeh blur

more, shadows/scattering, Intel's Outdoor Light Scattering demo, microfacet, Cook-Torrance, Subsurface scattering, light surface interactiongs, Quixel Megascans - materials evolved, smooth normal for higher LODs in compute shader [jaguar bug], Elevated - still the best simplified BRDF and fbm ever, shadertoy examples, Fruxis, Kinky Kubes, SIGGRAPH 2014 - Physically Based Shading in Theory and Practice, Physically-based BRDF, Basic theory of Physically-based rendering, Physically-based rendering theory, Physically-based rendering and make EVE look real, Crytek - Physically Based Shading, procedural material, HSL instead

more

terrain collision query

sky, Preetham & Hoffman Atmosphere, clouds, Cloud Ten, Foggy Moutains 2, Dynamic Clouds, Directional derivative, Xyptonjtroz, cloud volume, Foggy Mountains 2, rendering with distance fields, interval mapping, highest cloud layer, cube map, cloud opacity, stars, scattering, better atmospheric scattering, youtube sunset timelapse, rayleigh/mie shadertoy, accentuare ombre col sole alto

fog per height (not only distance)

water plane

applications

Vertigo

features, webGL terrain editor, webGL example, Terrain Creator Demo (webGL), video example, other examples, treejs.org, ibiblio.org, kjronos, tools as custom GLSL programs, tools are edited by users and shared in the cloud (possible market)

miscellanea, others, World Machine, QuadSpinner, WorldCreator, GeoControl2, Vue, Speedtree, Allegorithmic, Vertigo as plugin of, Vue 9, World Machine, Maya, 3DS Max, Cinema 4D, iClone6, Modo, Source 2 and L4D2 SDK, UDK, Unity3D, license, example, java online

Katharsis

world, voronoi2 flowmap, canyoning, continent, flowmap, more cobs/stones, object insertion, vertical object insertion, vegetation

substances, function, steepness, dumping, rock, elevation, sand, grass, grass2/soil, cliff, snow, latitude, desert, green lands, steppe, ice land, biome examples, greenland, steppe, texas, algeria

rendering, PBR, Battlefront outdoors, snow, Snow Ball, high clouds, Elevated, Tiny Cutting Planet, fix time of the day, examples, fog (in the morning?), volumetric clouds, Cloud Ten

game design, examples, TheGameCompany, Never Alone, The Sentinel, Don't Starve

performance

control keys

more

Elevated source code

frustum culling

speed culling / height culling

imposters

avoid over tessellation

move to Vulkan

funding

Advanced...

Kickstarter

donationware

sell T-shirts

design

others

procworld

outerra, unlimited visibility, enhanced details

Miscellanea

project management

Visual studio 2008 plugins, Visual Assist, Git client ?

bitbucket repository

mindmeister, mindmaps, scrum with meistertask

game design ramblings

Behavioural game design

a place of astonishing beauty, audio, wasteland OST, halo 4 requiem, underwater, jellyfish 1, jellyfish 2, shadertoy jellyfish, sky 1, sky 2, sky 3, sky 4, solar fields

lost

survival

motivation

VERY OLD gdevice map

rendering

PBR, Enrico desaturation: transform to LHS. Diminish S according to L (preserving H). Then back to RGB, smooth normal for higher LODs in compute shader [jaguar bug], Elevated - still the best simplified BRDF and fbm ever, Quixel Megascans - materials evolved, shadertoy examples, Fruxis, Cook-Torrance, microfacet, fresnel term, SIGGRAPH 2014 - Physically Based Shading in Theory and Practice, Physically-based BRDF, Basic theory of Physically-based rendering, Physically-based rendering theory, Physically-based rendering and make EVE look real, Crytek - Physically Based Shading

shadows/scattering, Intel's Outdoor Light Scattering demo

details, far, precomputed detailsDx, textures gaussian pyramid, Fastest Gaussian Blur, triplanar, 4 addictional rock patterns, Scape: Projecting textures onto heightfields, normal scale is not uniform between LODs ?, acyclic textures, texture warping, close, subtexel, procedural bump mapping, procedural specular strata, glittering, musk

terrain collision query

sky, highest cloud layer, cube map, cloud opacity, stars, cloud volume, Foggy Mountains 2, rendering with distance fields, interval mapping, scattering, better atmospheric scattering, youtube sunset timelapse, rayleigh/mie shadertoy, accentuare ombre col sole alto

fog per height (not only distance)

water plane

clouds, Foggy Moutains 2, Xyptonjtroz

world

terrain, features, erosion, Antelope, continuous fractal, fix continuity of distance to the fractal, find dense dentritic julia sets, reproduce that julia set on a gdevice terrain, fix the poor resolution issue on the high frequency octaves, apply the TIA coloring method to the dense dentritic julia set, Triangle Inequality Average, example, tutorial, more about smooth iteration count coloring, more about fractal coloring, interpolate 4 values at a time, logistic maps have no "if" statements, mix( low-frequency, clamped high-frequency ), jordan, 1/x gain, to get rid of the off-loop initial step, break homogeneity, multiply by previous octave or signal, min( previous, current ), negative gain => flipping amplitude, multiply by sparse voronoi, warp domain, more swiss peaks, inverse noise, Max( n1, n2, ..., nN), n = 1-m*abs(n), better erosion, stronger sovraelonging and layering for low octaves, other possible ways, voronoi fbm 4..6 controlling jordan, Modulate with an prebuilt "erosion texture map", the "erosion map" can be a precomputed brownian tree / DLA, or it can be a particular julia set, fast tiling that can be used for voronoi or drainage patterns, Dmytry's procedural erosion, modulate each octave with a fractal bifurcation depending on height, Julia explorer, Dendrite rotation, visual showcases about erosion vs julia, Julia and Fatou sets, logistic map, Procedural Models based on Hydrology, julia controlling the mix between jordan1 and jordan2*sparse_voronoi, subtract julia according to surface normal, jordan ridges, julia controlling jordan ridges, jordan_ute * sparse_voronoi * julia(s), modulate jordan damping with height and steepness to smooth valleys, reference examples, Antelope island, Dendritic Drainage Pattern, Rincon de la veja, example1, Mars showcase, Mars with water, Foggy Mountains 2, Alps, trino games, better fog by iq, other erosion features, canyons, cliffs, rivers, other, how to nest objects onto terrain seemlessly, rocky outcrops by billowed voronoi, buildings, underground gates, ruins, continents, paths, biomes, examples, shadertoy, Foggy Mountains 2, Elevated, Mountains, Desert Morning, Terrain + Sun, Cloudy Terrain, Isosurface, GeoControl2, Dmytry's fractal erosion, unity3D terrain shader, regressions, small breaks between tiles, change of color with distance, fade far mountains with the sky (always), vertex color acne, increase texture noise for vertical aligned normals (dark green spots), tile resolution upto 33, suspected color saturation

foliage, grass, trees, building details

underground, indoors, caves, tunnels