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Description
Idea
While the player is in space, I need to render planets with the correct size / rotation and translation. I think of these following options which all have different advantages and disadvantages:
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Create a 3D planet model (basically a sphere, duh) with a fixed texture (different texture-presets like Orange-Desert, Green-Nature, planets with mixed biomes, etc...). Advantage: this approach is the most "vanilla", because it doesn't primarily use shaders for rendering the actual shape. However, a sphere is rather difficult to model with Minecraft's constraints, even without the 22.5° limitation.
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Create a 2D billboard planet that changes the texture based on the direction the player is looking at. Maybe, the planet can be procedurally textured using a shader, but I probably can't pass enough parameters to create a complex texture.
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Use SDFs to create a perfect 3D sphere and pair it with a procedural texture for the most immersion. However, similar to the billboard option, I probably don't have a way to procedurally texture the object. Maybe I find a way to paint the planet in the post processing shader? Then I could pass different planet textures with varying quality and colors.
Regardless of which option I'll use, planets definitely require a Halo-effect and must interact with the sunlight to create an immersive experience and use either a very high-resolution or even a procedural texture.