[DiscordArchive] in noggit?
[DiscordArchive] in noggit?
Archived author: Intemporel • Posted: 2023-07-04T17:07:10.141000+00:00
Original source
Badly handled because there still exist a bug when normals are calculated, Right now it's just handled in the terrain shader, based on what the shader received about normal. I told this bug to Skarn just in case he now how to solve it, but he never be able to have a look..
Archived author: Intemporel • Posted: 2023-07-04T17:10:47.859000+00:00
Original source
Since i've removed Qt, there is 6 months now, I can't compile NoggitRed anymore, then i've abandonned the development ...
eperetard:654940401467129866>
Archived author: Intemporel • Posted: 2023-07-04T17:10:55.044000+00:00
Original source
<
eperetard:654940401467129866>
Archived author: Titi • Posted: 2023-07-04T17:13:26.791000+00:00
Original source
sadge
Archived author: Intemporel • Posted: 2023-07-04T17:15:00.126000+00:00
Original source
Very
Archived author: Titi • Posted: 2023-07-04T17:34:54.068000+00:00
Original source
https://streamable.com/mw3dil my implementation of terrain sculpting "objects snapping", I've tried two ways:
- #1 just applying the brush effects to objects position the same way as it does to vertexes(copy pasta'd the code and replaced chunk vertex by object position), there was some issue and it was pretty inconsistent couldn't figure it out
- #2 what I'm doing in the vid, find the distance of obj to ground for every single object hit by the brush with a ray intersect, store the ground height to object position ***delta***, then the brush applies terrain changes as usual, then we recaculate new ground height at the position of each object again and move the object to that position + old delta.
Sadly #2 is pretty slow because of the rays with a very large brush(like an entire zone) and high speed I went from 160ms frame time to 500ms, #1 is a lot faster if it could work under 250ms probably.
the performance hit is still small enough to not matter unless using a gigantic brush size and speed with thousands of objects in it
[Embed: 2023-07-04 19-21-15]
https://streamable.com/mw3dil
Archived author: bulbous0617 • Posted: 2023-07-04T17:38:58.608000+00:00
Original source
sweet potatoes man!
Archived author: Intemporel • Posted: 2023-07-04T17:57:02.741000+00:00
Original source
Just apply the same factor as terrain for obj inside the radius.
Look like here, this is where height offset are calculated depending of the `Type` : https://gitlab.com/prophecy-rp/noggit-re...L1126-1177
Archived author: Intemporel • Posted: 2023-07-04T17:57:53.508000+00:00
Original source
This can be more quick than doing ray intersect I think
Archived author: Titi • Posted: 2023-07-04T17:58:07.886000+00:00
Original source
I know