Galaxia now in UE4

So, it’s been a fair while since I’ve written anything on here, sorry about that! I have however still been working on Galaxia, and as the title suggests, it’s now in Unreal Engine 4! I’ve also made quite a few upgrades while porting the code over and learning about UE4. Here’s a video showing the […]

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Galaxia Test Release 09

    Download from!Arp4D6YSlcg0jGFY1hZ2Wr-E7gWB New things in this version: Different galaxy types and improved galaxy distribution New galaxy rendering method Black holes and star classification system Bug fixes and performance improvements Enjoy!

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Galaxy rendering revisited

The current raycasting approach to rendering galaxies in Galaxia is already pushing the limits of what is possible with the technique, and the result is somewhat messy and low in detail, in particular the aliasing artifacts are very noticeable. So I’ve been thinking about a different approach to rendering galaxies for a while now, with the […]

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Voxels and Seamless LOD Transitions

  I had a realisation that the functionality of my voxel level-of-detail blending technique might not have really been documented anywhere. Others have probably already implemented the same idea (this technique may even already have a name, please tell me if you know), but it’s something I didn’t read about anywhere – I went googling for things like “smooth voxel […]

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Galaxia: The basics – Coordinates

So, let’s start at the beginning. All virtual worlds need some kind of a coordinate system to represent positions in. Most 3D games and simulations represent a position with 3 floating-point numbers representing the X, Y and Z distance from the world’s origin (which is located at X,Y,Z=0,0,0). These numbers are usually in a meaningful unit […]

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