Things to try out in OpenGL

Mornin’, gentlemen.

I’ll cut to the chase instead of writing an entire essay and beating around the bush (which I do a lot). I’d love to have a list of awesome effects that I can attempt to implement, just for the kicks. For example, I’ve never tried to implement depth-of-field, or volumetric light scattering (a.k.a. god rays). Fractal terrain generation is at the top of my list (because it’s so darn cool!), but the list just isn’t long enough, so I need your help to lengthen it.

Add to the list!

  1. Fractal terrain generation
  2. Volumetric light scattering
  3. Dynamic reflections
  4. Depth of field
  5. Refraction
  6. Clouds (smoke)

Shader cloud generation is cool, multisampled fog (words I pulled out of my ass that means mixing colors together to generate neat fog), rainbow shadows, idk what its called but stencil outline? idk its black rendered behind a model to give it an outline like in the game Borderlands.

Stencil outlines are really, really easy to implement. You should give it a go!

Also, I added clouds to the list.

I just finished up getting my textures all situated and added some structure to the code. I am in no mood to learn something like that. Right now I am struggling with heightmaps and logic that goes into it. I hate the idea of having to use a texture for a heightmap so I am loading a file up to an intbuffer containing the information necessary. I don’t know how this will go, but it’ll be fine I’m sure. Never frickin mind

Rainbow shadows is something I’ve never seen before. Custom shadows for that fact. I haven’t seen textures rendered as shadows. Not that this is hard, but I feel it could make something cool.

Shameless plug
Looping noise using OpenSimplexNoise: http://www.java-gaming.org/topics/opensimplexnoise-looping-noise/36701/view.html
Weighted and Unweighted looping voronoi maps (great for mountains!!): http://www.java-gaming.org/topics/wrapped-weighted-voronoi-heightmap-generator/37225/msg/358139/view.html#msg358139

  • Appearance Space Texture Synthesis 8)
    (Would be very handy for terrain generation - especially if you want to have cliffs…)