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3D Clouds in XNA - Another Update

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Well I have kind of been letting this code sit for a while, not looked at it as of late, then this week decided to have another play with it, kind of hoping I can put it to bed.

So I have not started to use Ninians sprite sheet, the sheet is full of alphas, so instead of getting them off the sheet and then just sending them to the screen, set the base colour of the sprite then multiply its alpha by the RGB returned from the sprite sheet. This I think gives a more natural cloud look. I still have some performance issues, but have managed to speed up the draw order sort and that has helped a little. I have also put in some terrain so you have a point of reference, was a bit odd just looking at clouds hanging there in the sky..

I still have tones I want to do with this yet. I think the next thing will be imposters, then an editor so you can create a cloud field or set of clouds and be able to save them to disk and re use them as an when you like. Naturally more optimizations and some lighting in the shader.

Hop you like the clip, ratings, and comments are welcome as ever.


Posted Thu, Jun 12 2008 11:41 PM by Nemo Krad
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Comments

Ronzan wrote re: 3D Clouds in XNA - Another Update
on Fri, Jun 13 2008 10:47 AM

Great stuff :)

I can't wait to see some code, so I can fix my nebula hehe

Nemo Krad wrote re: 3D Clouds in XNA - Another Update
on Fri, Jun 13 2008 10:55 AM

LOL, well from what I have seen of your Nebula, it's looking pretty damn cool already!

God knows when I will put the source up, I want to get imposter's in there and also create an editor so you can create cloud fields and save them to be used later in your game.

Graphics Runner wrote re: 3D Clouds in XNA - Another Update
on Fri, Jun 13 2008 2:14 PM

Looking good as always. I too can't wait for a little demo ;)

Dimfacion wrote re: 3D Clouds in XNA - Another Update
on Tue, Jun 17 2008 3:20 PM

Impressive ...

walthergropius wrote re: 3D Clouds in XNA - Another Update
on Thu, Jun 19 2008 9:52 AM

YUM! Lovely stuff, once again.

You know what would be cool? Place and size the clouds based on densities from a greyscale texture per frame, then run some kind of 2D fluid sim/conway's life/whatever on the texture...

ileden wrote re: 3D Clouds in XNA - Another Update
on Fri, Sep 5 2008 1:59 PM

it's a simple nice cloud but don't u want to use high dynamic range (HDR) in your skydome

Nemo Krad wrote re: 3D Clouds in XNA - Another Update
on Fri, Sep 5 2008 2:27 PM

Yes, that will come. There is no sky dome used in that clip, it's a sky box using a cube map.

Do you have some suggestions?

mantas wrote re: 3D Clouds in XNA - Another Update
on Thu, Oct 1 2009 12:27 PM

very nice work man!  congrats