gaseous-giganticus
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This program procedurally generates gas giant cubemap textures for the game Space Nerds In Space. https://www.patreon.com/smcameron
There is the band count, but could it be possible to have some larger and some smaller bands, to set a random factor to how much they can vary in...
In some shaders, a flow map can be used to animate a texture. These are commonly used for liquids and, more importantly, gas giants. From my understanding, the velocity field...
Color blending is done by converting bytes to floats, mixing, then converting floats back to bytes. Additionally, color blending is a bottleneck in the program. I have a strong suspicion...
In order to do so we need to fill in the advect_velocity_field() and remove_divergences() functions which currently do nothing. There are comments in the code describing roughly what they should...
Setting DIM to 4096 and VFDIM to 8192 yields strange results. The first output image looks like this: ![gaseous-giganticus-fuckup](https://user-images.githubusercontent.com/23912/233706432-f458fa07-1b3b-4e19-ba47-c34200d133ee.jpg) Some other images are completely transparent, and some are similarly messed...