I developed a Game Engine for Space-Shooter Game during my free time with C++ and D3D11. In this engine, I implemented Shaders for Rayleigh Scattering and Mie Scattering in order to render planets with atmosphere in space. It also has a Physic system to handle both elastic and inelastic collisions. The followings are some samples from my "Singularity" Engine. The sample images can also be found here: https://www.flickr.com/photos/97727741@N04/albums/72157671255778315
Earth view from space. Note that the atmosphere scattering effect makes the surface of the Earth appear brighter around the rim.
As the mountains on Earth approach to sunrise and sunset, the bumping on the Earth's surface becomes more clear.
A view of the sunset above the clouds in the atmosphere.
The ocean reflects sunlight, viewed from Earth orbit.
Sunrise viewed from the backside of the Earth. This is a good demonstration of the HDR Bloom Effect.
A interesting view of sunset glow viewed from the upper atmosphere. Different colors layer in different altitudes.
Another way to view HDR Bloom is to look at surfaces with high diffraction rates, such as the desert. Note that the light diffracted from the desert blooms into the ocean and the space.
And the followings are some demonstrations of the engine's Physics Simulation: