Jump to content

Josh

Staff
  • Posts

    23,094
  • Joined

  • Last visited

Profile Information

  • Location
    USA

Recent Profile Visitors

1,345,404 profile views

Josh's Achievements

Grand Master

Grand Master (14/14)

  • Well Followed
  • Dedicated
  • Conversation Starter
  • Reacting Well
  • Problem Solver

Recent Badges

14.3k

Reputation

568

Community Answers

  1. Doing that would require two things. With really big worlds, you need a terrain system that recursively subdivides, because normal terrain LOD isn't big enough. With a normal terrain LOD system where the terrain is divided into patches, eventually you can zoom out so far that each patch is just one pixel big. So you need a different way of handling that. You also need a way to warp the terrain to a sphere, and have it affect physics, raycasting, culling, as well as the rendering. I plan on doing stuff like this in the future, but not with our standard terrain system.
  2. Yeah, but that will require an entirely separate terrain system, and it's not something important to worry about right now.
  3. How do terrains make a sphere anyways?
  4. I am considering moving terrain back to work the way it did in Leadwerks, where it was always centered around the origin and did not respond to rotation or positioning. This would simplify vegetation system quite a lot because I can handle all coordinates in world space. Otherwise, you have to do a lot of transformations and it is hard to get things to line up correctly. I think it also makes a better experience in the editor. Movable terrains can be prone to accidental movements, and having them selectable degrades the performance because the outline effect is quite expensive since it requires rendering the object twice.
  5. Can you get the local rotation as a quaternion? You might look at the old Leadwerks exporter and see what the author did there.
  6. Temporarily removed drag to select area, since it was interfering with some mouse tools. Added terrain texture size field in creation parameters box
  7. There is nothing like bone.local_position or bone.position?
  8. So blender only gives you a bone's orientation in global space? You have to multiply that by the inverse of the parent's 4x4 matrix to get the local orientation.
  9. Josh

    Nice Trees

    These actually look better in Ultra than they do in the modeling program. https://www.cgtrader.com/3d-models/exterior/landscape/broadleaf-pack-1
  10. This extension can help eliminate the planar appearance of a lot of trees and plants. You can adjust the minimum Y normal to get the effect you want. Foliage Normals.lua Tested with this model: https://www.turbosquid.com/3d-models/tree_057-519628 Before: After:
  11. Can you post a screenshot that shows the error you are getting or the problem, please?
  12. 0.9.6 Added Delete option when you right-click on a mesh in the asset editor. Probably fixed bindless texture sampler uniforms. Exposed Object:AddHook to Lua (experimental!). Added some string functions for Lua. Component updates now happen after animation is updated.
  13. Perhaps a dumb question, but have you been here?: https://www.nvidia.com/download/index.aspx?lang=en-us
  14. Standalone or Steam? Standalone is a little ahead right now.
×
×
  • Create New...