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Finaly the geometry is calculated by the satelite’s gravity. In a normal scenario the wouldn’t be visible in that scale so I needed to bring the moon verry close to the planet(It is now invisible) and increese its mass.
I am planning to make a zoom options so the deformations will be vissible even with the real data
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Website deployed and my project is ready for shipping.
I added an information panel and checked everything.
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I made a website from my previous code. I spend a lot of time on the design but I think it was worth it. If I don’t find any bugs, I think this will be my last devlog before shipping.
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I made a rework and added few features.
What I changed:
- Program checks when file ends(beafore i needed to type “///” and didn’t know this was possible).
- Improved the files menagment: now there is a folder called “io”, makes program cleaner i think.
- Now works both: in bash and as an app on windows.
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I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that).
Of course i needed to scale it a bit, so you can see the water deformation.
It looks realy cool when the water is “streched” too much:
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Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break.
Current view:
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I improved my shader for solid bodies:
-shading responds to motion(previously it looked like the light sorce was moving with the object)
-now the shading is done per pixel(not per vertex)
-a bit of color is added to the opposite side
Here you can see before and after:
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Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird.
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Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part.
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I havent posted any devlogs lately since my account had an issue with time sync.
Now I am back, here are the features that i added:
-Improved rendering pipeline
-Made a foundation for the final project
-Added basic shading
-Tested the transformation
It finaly starts to look like something:
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I added a coments ignoring, now the comment will no longer be written in the final string.
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I made a function that draws sphere in OpenGL, It took me a lot of calculations. I added a shader from the internet, it looks terrible, but i leats i know that the sphere is ok:
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I made a function that draws circles in OpenGL, now i will work on making spheres.
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I learned how to use index buffer
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Learned the basics of openGL
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now i can modify mesh resolution