Shader Development:
* Simulation of planetary atmosphere. Used precomputed lookup textures for the Attenuation, Inscatter, and Irradiance. Supports Deferred and Forward Rendering. For Deferred I apply the lighting calculations directly to the G-Buffer. For Forward I had to Include the planetary atmosphere calculations with the materials lighting model and used a Post-Process Effect.
* Ocean Renderer. Uses a projected grid in view space that intersects with the sphere we call sea-level plus some Gerstner wavetrains.
Backend Development:
* Planetary Terrain Engine. Features LOD, Gap Correction, Heightmaps with procedural noise layers, and Biomes.
* Spatial Caching and streaming. For streaming data efficiently around the player and to make spatial indexes of planetary biomes.
* Player System with weapon/tool mounting that supports both Desktop and VR.
* UI Builder for procedurally creating forms that match a standard.