it's a much nicer workflow for my pixel art style than the krita filter layers I was using before, although it does crash a lot
it's a much nicer workflow for my pixel art style than the krita filter layers I was using before, although it does crash a lot
I'm going to try a different way to fix the issues that I got stuck on before (unrelated to star rendering)
I'm going to try a different way to fix the issues that I got stuck on before (unrelated to star rendering)
I can run 512x512x512 volumes in realtime on my PC
I can run 512x512x512 volumes in realtime on my PC
it's still pretty buggy but it's really cool to me that it's working at all
it's still pretty buggy but it's really cool to me that it's working at all
it automatically activates when your closest approach to the selected object is inside its hill sphere (the area where orbiting it is possible basically)
it automatically activates when your closest approach to the selected object is inside its hill sphere (the area where orbiting it is possible basically)
www.gamedev.net/forums/topic...
www.gamedev.net/forums/topic...
I might eventually release this as an open source addon
I might eventually release this as an open source addon
the box edges look cool
I tried clamping the position to a sphere to see what that would look like too
the box edges look cool
I tried clamping the position to a sphere to see what that would look like too
I'm using data oriented design (for perf + for fun), which means lots of schemas
I just got done with orbits & stars:
I'm using data oriented design (for perf + for fun), which means lots of schemas
I just got done with orbits & stars:
I tried different tree creator programs, none worked the way I needed, so I started writing my own that works at runtime (currently <3ms to generate this tree)
I also painted the leaf bunch and bark texture
I tried different tree creator programs, none worked the way I needed, so I started writing my own that works at runtime (currently <3ms to generate this tree)
I also painted the leaf bunch and bark texture
the water looks a lot nicer when there isn't grass under it
the water looks a lot nicer when there isn't grass under it
I got the terrain LOD working recently, and today I made a water shader
I got the terrain LOD working recently, and today I made a water shader
it was fun and I learned a few things about ray marching
it was fun and I learned a few things about ray marching
I needed to use MultiMesh and direct RenderingServer/PhysicsServer access to avoid destroying fps
everything is still placeholders, I'll have to make a bunch of rocks, plants, and ground textures
I needed to use MultiMesh and direct RenderingServer/PhysicsServer access to avoid destroying fps
everything is still placeholders, I'll have to make a bunch of rocks, plants, and ground textures
my most recent playthrough of the base game (v1.1) took 40 hours for context
very cool expansion pack. I liked fulgora a lot
my most recent playthrough of the base game (v1.1) took 40 hours for context
very cool expansion pack. I liked fulgora a lot
I saw a meme about a cool S made of cool S's, so I made it into a fractal
I saw a meme about a cool S made of cool S's, so I made it into a fractal
doesn't seem better than a cubed sphere in most cases, but it does get some usage, like the HEALPix map projection
doesn't seem better than a cubed sphere in most cases, but it does get some usage, like the HEALPix map projection