Programming

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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Why quaternions?

We can represent 3D rotations in a variety of ways, arguably the most useful of which is the matrix. In three dimensional space, a 4x4 matrix usually defines the world transform of an object, because it can contain lots of information: translations, rotations, scale, and lots more. But when we're talking simply about rotations, there's […]

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