Commit Graph
165 Commits
Author SHA1 Message Date
Richard Zink 4f5cae83c9 emergency: add vehicle debug output 2026-10-13 07:02:22 +02:00
Richard Zink febea9f1c5 contrails: fix CT2 shader precision mismatch 2026-10-13 06:55:54 +02:00
Richard Zink 8f085e0db0 emergency: randomize route selection near start city 2026-10-13 06:52:39 +02:00
Richard Zink fec1941e12 emergency: add nearest-city emergency vehicle routes 2026-10-13 06:43:09 +02:00
Richard Zink 6553d2fd1d weather: add dynamic procedural snow cover 2026-10-13 05:43:04 +02:00
Richard Zink 92dd812072 weather: add wet road glow and light halos 2026-10-12 23:06:53 +02:00
Richard Zink fb113e2e2d weather: add lightning flashes during storms 2026-10-12 22:46:48 +02:00
Richard Zink e3ce9119fe weather: add rain and snow screen overlays 2026-10-12 22:37:45 +02:00
Richard Zink 65e31a5302 weather: add synthetic rain and snow simulation states 2026-10-12 22:27:32 +02:00
Richard Zink e3250a34da cars: add time-based traffic profile with weekend and Sunday peaks 2026-10-12 21:54:43 +02:00
Richard Zink e8ff7ee714 camera: bank the view when the flight path curves 2026-10-12 21:23:54 +02:00
Richard Zink 1fe214f403 clouds: retune weather coverage and make night follow weather 2026-10-12 21:19:57 +02:00
Richard Zink d5fb1f12c4 docs: add render diagrams and complete config examples 2026-10-12 21:15:24 +02:00
Richard Zink 45e35982da clouds: advect cloud field with Open-Meteo wind 2026-10-12 21:00:23 +02:00
Richard Zink 0d8a5f93d3 sky: add Keplerian planets as colored larger points 2026-10-12 20:51:41 +02:00
Richard Zink dd36976712 contrails: rewrite shader with world-space wispy cloud noise 2026-10-12 20:29:25 +02:00
Richard Zink b76b4fe4f2 contrails: raise alpha floor after rough shader 2026-10-12 20:23:29 +02:00
Richard Zink 7e603d7677 contrails: rougher wispy shader with 2D fbm breakup 2026-10-12 20:21:59 +02:00
Richard Zink c15351115f cars: test tertiary and residential vehicle layer in a local window 2026-10-12 20:16:35 +02:00
Richard Zink 81791baa09 cars: allow sparse vehicle lights on remote side roads 2026-10-12 20:13:12 +02:00
Richard Zink 1f621d749a cars: distribute lights by density and scale point size with render resolution 2026-10-12 20:08:42 +02:00
Richard Zink 50c96ceae4 contrails: add jagged edges and restore 5 minute lifetime 2026-10-12 19:52:23 +02:00
Richard Zink 1da34c913b contrails: implement simple robust contrail ribbon pass 2026-10-12 19:50:02 +02:00
Richard Zink adad36881a contrails: restore renderer and add debug strength floor 2026-10-12 19:42:29 +02:00
Richard Zink 01203b361a contrails: force high visibility for debugging 2026-10-12 19:41:54 +02:00
Richard Zink ce74fa5f6a contrails: disable depth test so exaggerated terrain does not hide them 2026-10-12 19:30:11 +02:00
Richard Zink b7764ad03f flights: render aircraft and contrails after clouds 2026-10-12 19:24:20 +02:00
Richard Zink 4748adc0a1 curvature: bend roads, city lights, flights and contrails 2026-10-12 19:08:50 +02:00
Richard Zink 60758b1168 clouds: raise weather coverage floor so clouds stay visible 2026-10-12 18:57:12 +02:00
Richard Zink b65936d44d clouds: tune cloud coverage by weather density 2026-10-12 18:55:47 +02:00
Richard Zink 20af6dcdd5 clouds: use real terrain height for cloud occlusion 2026-10-12 18:32:53 +02:00
Richard Zink 3cc741e86f clouds: occlude clouds only for terrain above cloud deck 2026-10-12 18:25:27 +02:00
Richard Zink 8d4ea42e2f clouds: keep clouds after front haze 2026-10-12 18:24:30 +02:00
Richard Zink 06e0410cb0 clouds: render clouds before front haze 2026-10-12 18:23:11 +02:00
Richard Zink de7850d6db clouds: raise cloud top to 20 km and disable terrain occlusion for test 2026-10-12 18:17:16 +02:00
Richard Zink 6802f83d1d clouds: use curved cloud layer and allow clouds over terrain 2026-10-12 18:13:54 +02:00
Richard Zink d9da8fdb47 clouds: render clouds after front haze for visibility test 2026-10-12 18:10:33 +02:00
Richard Zink 778c25859e clouds: fix cloud pass brace and make clouds denser 2026-10-12 18:04:02 +02:00
Richard Zink 52ececa917 clouds: add new spherical cloud pass using terrain distance occlusion 2026-10-12 17:50:42 +02:00
Richard Zink b9abacbdda atmosphere: make haze night-cycle aware 2026-10-12 17:37:35 +02:00
Richard Zink 7f733b8efe atmosphere: smooth front haze with 24-bit distance and dither 2026-10-12 17:33:31 +02:00
Richard Zink 8af10a4f4a atmosphere: stable front haze using terrain distance texture 2026-10-12 17:29:56 +02:00
Richard Zink a33e6ddcfc atmosphere: add stable air haze behind terrain 2026-10-12 17:20:52 +02:00
Richard Zink 989310ab3b atmosphere: replace flickering full-screen haze with stable terrain haze 2026-10-12 17:15:33 +02:00
Richard Zink 5146d17599 atmosphere: apply haze to terrain rays that hit elevated terrain 2026-10-12 17:09:04 +02:00
Richard Zink 97c78ceca3 atmosphere: disable haze for rays that do not hit the Earth sphere 2026-10-12 17:07:03 +02:00
Richard Zink 83bec11d61 atmosphere: keep Rayleigh sky behind terrain and make haze neutral 2026-10-12 16:50:07 +02:00
Richard Zink 98e69da3b2 atmosphere: cap haze alpha to avoid hard horizon cut 2026-10-12 16:35:57 +02:00
Richard Zink 69a00b479b atmosphere: add altitude-thinning distance haze 2026-10-12 16:24:11 +02:00
Richard Zink 7d75707e74 atmosphere: broaden bright sky band above horizon 2026-10-12 15:20:23 +02:00