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Coding Adventure: Clouds

Sebastian Lague Oct 7, 2019 17:14
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Clouds are lovely and fluffy and rather difficult to make. In this video I attempt to create clouds from code in the Unity game engine. Project source (Unity, HLSL, C#) is now out of early access: https://github.com/SebLague/Clouds If you'd like to support the creation of more videos like this, please consider becoming a patron: https://www.patreon.com/SebastianLague Learning Resources: http://killzone.dl.playstation.net/killzone/horizonzerodawn/presentations/Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn.pdf http://www.diva-portal.org/smash/get/diva2:1223894/FULLTEXT01.pdf http://patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf https://www.gamedev.net/forums/topic/680832-horizonzero-dawn-cloud-system/ Assets: Mouse flight: https://github.com/brihernandez/MouseFlight Plane model: https://www.turbosquid.com/FullPreview/Index.cfm/ID/1041070 Music: "Hypnothis" and "The Show Must Be Go" by Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Notes: I made a mistake at in saying that the closest point is guaranteed to be inside the adjacent cells, it’s possible to get arrangements where the nearest point is two cells away orthogonally. This doesn’t seem to occur much as I never noticed any discontinuities in the result, but worth knowing. Chapters:
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#shader #programming #rendering #procedural generation #simulation #flight simulator #graphics #clouds