Planetary engine that can be used with real elevation data of arbitrary resolution, while being progressively enhanced by fractal algorithms. The fractal algorithms refine and introduce details down to centimeter resolution and can be parametrized by elevation and land class data. A completely random fractal terrain is possible too, or a terrain can be sketched in rough resolution with fractal generating the details. Level of detail ranges from thousands of kilometers down to centimeters, with full visibility. The engine is fully asynchronous, majority of the algorithms running on the GPU while the rest is distributed to multiple CPU cores.
Pretty dang cool.
so is it a cosmetic effect or is the blade actuallly spinning fast enough to blur, in realtime?
I think the blade probably switches over to this sprite when it reaches a certain speed, it'd be a waste to render this realtime.
I am not so sure on that. In earlier videos, the blade haven't had any blur and developers said something about adding it dynamically. Considering that this engine renders thousands of kilometers at once, having motion blur would be quite minor performance issue.
Hi guys current version is using precomputed set of textures for blurred propeller. Yes I was planning to create some real-time blurring but I don't have a time for that now.
ah, i see, perhaps when you do have time?