Procedural terrain + adaptive exposure + BLOOM - OpenGL Procedural Terrain Generation - GameDev.net
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Improved bloom + experiments with adaptive exposure.

Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)

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Comments

dpadam450

I'd put the flowers into a 2D sprite sheet and vary the UV coordinates. All the yellow flowers are too identical (shape+color). Each sprite can have various angles too.

November 08, 2023 07:43 PM
buzzelliart

@dpadam450 yes, you are right, i should definitely add more variation to them 🙂 thanks for the advice 🙂

November 09, 2023 08:50 AM
enigma_dev

Looks really great, and done yourself in OpenGL without an engine? Nice.

November 18, 2023 02:33 PM
buzzelliart

@mattstone2728 thank you! Yes, I did it using just C++, modern OpenGL, glm math library, glfw and the amazing ImGUI for the UI controls.

November 21, 2023 04:11 PM
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