Only 3 days ago we showed you guys the work that has been done on the Infinity water and we are already back to show something new.
InfinityAdmin(Flavien Brebion) has implemented a simple form of volumetric fog / haze for the planetary engine. It is almost 95% vertex shader based, and works by generating a fog sphere of a constant thickness around the planetary sphere. For more technical information about this you should check the latest development journal update.
- InfinityAdmin has added a simple "tide" effect to the water: a set of cosinus functions modify the water level by +- 20 meters depending on time. At the moment it's a "fixed" effect, but he intends to make it dependent on the presence of a moon.
- To have a break from the terrain engine, InfinityAdmin started to code an A-star algorithm to handle A.I., the goal being to experiment NPC traffic in stations in the coming weeks. A-star is a graph algorithm that allows one to implement pathfinding and to associate some "costs" to each segment of the paths graph. That way the A.I. can select the shortest path to go from a point A to a point B, depending on the costs assigned to the graph.