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@hasherezade
hasherezade / main.cpp
Created July 17, 2021 16:35
A native way to enumerate processes (alternative to: EnumProcesses, CreateToolhelp32Snapshot - Process32First - Process32Next)
#include <windows.h>
#include <iostream>
#include "ntddk.h"
bool enum_processes()
{
ULONG retLen = 0;
// check length:
@wavezhang
wavezhang / java_download.sh
Last active July 25, 2024 13:56
download java from oracle without login
wget -c --no-cookies --no-check-certificate --header "Cookie: oraclelicense=accept-securebackup-cookie" https://download.oracle.com/otn-pub/java/jdk/12.0.2+10/e482c34c86bd4bf8b56c0b35558996b9/jdk-12.0.2_linux-x64_bin.tar.gz
Based on feedback from ChemicalR I'm cross posting all the things I've bookmarked in reguards to planet rendering here in the code forums.
[url=http://www.gamasutra.com/view/feature/3098/a_realtime_procedural_universe_.php]Sean O'Neil[/url]'s 4 2001 part series is considered a foundation for realistic large scale (planets on up) rendering. Most of these methods are now obsolete and replaced with faster methods and gpu shaders. His [url=http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html]atmospheric scattering[/url]method is still used often due to its relative simplicity, but it only produces earth atmospheres.
[url=http://acko.net/blog/making-worlds-1-of-spheres-and-cubes/]Steven Wittens[/url] 2009 multipart series is frequently linked to as I've searched for best practices in creating planets using modern methods. It is based on a cube with mesh texture and normalizes the vertex points into a sphere. The advantage to this method is that conventional terrain LOD methods, often used in first