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Latest tweets from @cameni

RT @KostasAAA: Implementing fast, ray traced soft shadows in a game engine

Jul 24 2015, 5:58am

For comparison, here's how the planet in #outerra looks like from 250km, the same height as in the "shrunk" one:

Jul 7 2015, 7:22am

Honey I shrank the planet (real-size Earth /16, after seeing tiny ones in No Man's Sky) More:

Jul 7 2015, 7:18am

RT @Reedbeta: New blog post: Depth Precision Visualized. Understanding why depth precision works how it does, & some simulations. T.

Jul 3 2015, 5:12am

@anVlad11 There also a video about OSM import progress planned soon, initially the roads.

May 27 2015, 5:06pm

Evaluation of 30m SRTM elevation data in #outerra video

May 27 2015, 4:49pm

@rianflo Yes. Left was a flat spectrum, but it's not what we are using normally, which looks like this

May 15 2015, 1:11am

Tried exponential noise distribution on finer Outerra terrain (coarse is DEM) @nothings @ianparberry

May 9 2015, 11:45am

@g_truc @grahamsellers btw that texture was rendered via sRGB framebuffer, might be different for loaded ones

Apr 16 2015, 5:12am

texelFetch+sRGB textures not converting to linear on AMD (unlike texture())? Am I missing something from GL spec? @grahamsellers @g_truc

Apr 16 2015, 5:06am

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Indie Devs

Indie Devs

Hobbies & Interests group with 1,217 members, open to all members

A group dedicated to indie and standalone game development.



Developer with 2 members, must apply to join

Creating planetary engine capable to render Earth and other planets, using real elevation and land class data in combination with fractal refinement algorithms...

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