Month: January 2013

Earthican Shader

In my previous post, I described a process for generating terrain on a spherical mesh. As the screenshot showed, the algorithm worked pretty well to give you a lumpy looking planet or asteroid. But– what if you want it to look like Earth? Green continents, blue water? You know the Earth I’m talking about. Well here’s […]

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Book Review: Effective C#

It’s a fact that there are just too many crappy technical resources out there. It’s also a fact that there are probably too many good ones to read in any one lifetime (I’ve still only made it through book one of Euclid’s Elements— and, embarrassingly, I’ve never even started my copy of Principia Mathematica). Anyway, I […]

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Geosphere: Revisited

Update: At long last, the SO answer has been found! Added a link. Lately I’ve been shrinking my goals so that I can actually reach them. I mean, I’d rather have fifty small projects that have all been completed than ten large ones that haven’t (you wouldn’t believe how many things I have 90% completed […]

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Procedural Texture Fun

I’ve been having a ball going through the book Texturing and Modeling: A Procedural Approach. I’ve hardly cracked the book, really–but so far it’s been a lot of fun. One of the first procedural textures it studies is a brick texture. The book assumes you’re using RenderMan, but Unity’s surface shaders are actually very similar […]

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