Color grading was fun. It was cool. But it was hand-written.
In the true style of Limit Theory, let us give the computer the freedom. Allow it to generate procedural color transformations. An interpolated, n-point bezier grade applied (independently) to color channels. Control points generated using fractal noise. And now, you no longer have something that is cool, but rather, something truly magical. To watch the computer apply new artistic interpretations to the same image. This is Limit Theory
Suppose you want a nice rounded box mesh. You know how to create a mesh for a tesselated box. You know how to get a nice sphere mesh from a tesselated box mesh - you just project the box's points to a sphere:
p' = normalize(p)
What about a rounded box? How can we take a tessellated box mesh and project it nicely to a rounded box? For a box spanning [-1, 1], with a rounding radius of r, you simply:
p_box = clamp(p, -vec3(1 - r), vec3(1 - r))
p' = p_box + r * normalize(p - p_box)
Clamp the point to a smaller box, project the remainder to a sphere, reconstruct. Note that, while I say 'vec3' here, it's good for 2D as well (or however many Ds you need).
I write this down both for myself, and since I didn't find anything by searching (yes, I'm a bit embarrassed that I tried searching this first...)
A much more intuitive way to visualize the data. And appropriate, considering the game's context
Area of "star" is proportional to memory footprint. The connectivity is reflective of the structure of the data. Cool stuff...someday I'll do the same with the code rather than just the data. That'll be fantastic.
Edit: and a few more just for show This is a pretty deep visualization of a ship, going all the way down to the attached hardpoints (thrusters, weapons, power generator) and most of the data therein. Amazing how beautiful and structured the data is.
Searching for the perfect place to call home. Not that it would matter, since I haven't been saving the seeds. It's nice to think that maybe someday I could fly my ship right down through one of these atmospheres, pitch a tent and spend a year exploring. It will be a happy day when I finally do implement seamless landing. Maybe in a year or two
I think the last one is my favorite
I think Earth-like planets are pretty much done for now. Still need to fix the distortion in those clouds, though. Maybe add a little variation to the clouds as well.
An Exploration of Procedural Content in Art, Music, and Reality