Untitled prototype game with raymarched clouds and placeholder models. Not much in the way of gameplay yet as it's mostly a graphical test to see how far I can push Godot 3.3
The clouds are rendered using a shader on the windshield of the cockpit by marching rays from the camera through a 3D SDF texture that is stretched and tiled over a large area. The camera coordinates are passed to the shader from code as parameters, along with an up-vector and right-vector. Those are used in the shader to calculate ray directions from the camera to each pixel on the windshield. The large 3D texture defines the overall shape of the clouds which is then modulated by a higher frequency 3D noise texture to add some detail. My implementation still has many issues and limitations I'd like to iron out.
I found the following resources helpful when learning raymarching:
Basic raymarching example and visualization:
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Specifically volumetric raymarching:
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Thanks to the the artists below for their free models, which were used when kit-bashing the cockpit and ship model.
Apollo 11 Command Module by The Smithsonian Institution
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Cockpit instruments from Ian Hubert's patreon
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Arlequin Bat.-Chat ELC by Angel_Arrow
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Old Rusty Car 2020 by Renafox
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HDRI sky texture based on:
Winter Lake 01 by Sergej Majboroda
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#godot #airship #realtime #volumetric #raymarch #raymarched #clouds #shader #flight #flightsim #ship
![](https://s2.save4k.ru/pic/7KGQ9NC4uGk/maxresdefault.jpg)