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Latest realtimerendering Activity
![Day/Night cycle inside my custom OpenGL engine](https://uploads.gamedev.net/blogs/monthly_2024_04/large.9ed5729bf5904182836716697f4d88f4.2024-04-21__day_night_cycle_full.jpg)
Finally implemented proper day/night cycle inside my custom OpenGL render.
Now the engine can vary sun position according to hour and day of the year, and also according to the latitude, with a good approximation.
![OpenGL procedural terrain - volumetric clouds](https://uploads.gamedev.net/blogs/monthly_2023_12/large.9dfae798424a49e4b74f6a613d0fa474.2023-12-13-16-26-11---terrain-%2B-volumetric-clouds.jpg)
Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by scene objects (like the terrain). For now I just used a simple 3D perlin noise for the clouds, in the future I plan to t…
![OpenGL procedural terrain - triplanar texture mapping + normal mapping](https://uploads.gamedev.net/blogs/monthly_2023_11/large.a0a3411fc1834c90aeab2ba90fb5329c.2023-11-25-23-58-52.jpg)
Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.
To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").
Textures from:
. FreePBR.com
. Textures.com
C…
![OpenGL Procedural terrain - improved water + in game audio](https://uploads.gamedev.net/blogs/monthly_2023_09/large.5fe05068db9d4f28873a02db236d71e9.2023-09-08-17-05-57__thumbnail_sp.jpg)
![UNIGINE Engine 2.15: Visual Node Graphs, New Water, Weather System, Editor Plugins, Mars Demo](https://uploads.gamedev.net/news/monthly_2021_12/large.c2d52960f2c246d49eb7514a881217ae.youtube_2-15.png)
- Node-based material graphs with the visual editor
- New water system with individual control over each wave
- Advanced data compression for Landscape Terrain
- Sandworm tool upgrade: online GIS sources, distributed generation
- Extended …