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Fixed analytic normal + Optimizations with LUT + Character controller #1
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Owner
BarthPaleologue
commented
Nov 30, 2023
- Updated terrain generation to fix terrain normal and open the way for asset scattering
- Added controllable character that can walk on the surface of planets
- Optimized clouds and rings with precomputed LUTs
- Improved chunk subdivision system to prevent oscillations
Rather than splitting files by MVC, they are split by functionality. I.E all code related to planets is in the same folder, all the code for stars are in another and so on
It is now based on a minimal distance between vertices. The max depth will be what is needed to achieve this terrain resolution
+ better debug material
There is an issue at higher resolution though, the cubes just disappear even though the program computes the right number of instances to create
- Fixed mutexes pending forever when a chunk would be disposed before recieving its vertex data - Distance to chunk now accounts for the average height of the chunk to be more precise - In order to use the average height, the new terrain generation is used
Adding a flat tolerance instead of a proportional one did the trick. Maybe the tolerance can be lowered further, it needs to be tested
- tree shaking issues where all babylonjs would be imported - quadtree issue in playground
The character controller can now walk on any planet
screen coordinates of star is computed once on the cpu instead of the fragment shader
in/out will make transition to WebGPU harder, so I brought back varying
It was caused by the fact that the rotation around the parent object also rotated the frame of reference of the moon. Now this is no longer the case.
It will be useful to scale the assets and textures of the project
- Added test texture - Added back procedural atmosphere LUT for later
Worley and perlin noise are now precomputed as textures
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