gimymblert
|
|
« Reply #140 on: August 31, 2016, 04:44:04 PM » |
|
|
|
|
Logged
|
|
|
|
|
|
charlesg
Level 0
|
|
« Reply #143 on: September 09, 2016, 03:16:37 AM » |
|
Anything procedural? I was having trouble getting the performance I wanted out of voxel systems, so I wrote this: https://github.com/charlesgriffiths/VoxelPerformanceBasically, it handles 256^3 voxel chunks all on the GPU. You can create terrains with Perlin2D in a compute shader and send them right to a geometry shader without bringing data into main RAM or bogging down your CPU. It's written for Unity 5.3+, doesn't work on OS X.
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #144 on: September 09, 2016, 09:22:33 AM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #145 on: September 11, 2016, 12:00:49 AM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #146 on: September 11, 2016, 07:11:12 PM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #147 on: September 11, 2016, 10:19:32 PM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #148 on: September 21, 2016, 02:30:21 PM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #149 on: September 21, 2016, 09:57:10 PM » |
|
|
|
« Last Edit: September 21, 2016, 10:27:18 PM by gimymblert »
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #150 on: September 24, 2016, 01:03:36 PM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #151 on: September 25, 2016, 10:57:16 AM » |
|
|
|
|
Logged
|
|
|
|
|
ProgramGamer
|
|
« Reply #153 on: September 30, 2016, 03:47:51 PM » |
|
This shit is bonkers
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #154 on: October 01, 2016, 12:03:24 PM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #155 on: October 03, 2016, 07:59:45 AM » |
|
https://forum.unity3d.com/threads/has-anyone-ever-made-an-aracade-style-clone-of-star-citizen-in-unity.434303/#post-2809325Why SPACE is limited in Unity: 32 bit float offers us only 7 non zero digits in a row, so we got only 20 kilometers (from -10 to +10) of space before precision drops from 1 millimeter to 1 centimeter. 20 kilometers is only 1 minute worth of jet flight (Think of Battlefield series). 1 centimeter precision is unacceptable because camera starts to shake. (look at "1234,567" digits, they pretty much explain the situation).
64 bit would offer us 15-17 digits in a row, which is 200,000,000,000,000 kilometers with 1 millimeter positioning precision. (123456789|10|11|12|13|14|,15|16|17)
Earth radius is 6,370 kilometers. Maximum distance from Pluto to sun is 7,311,000,000 kilometers. And still we got 4 more digits free. That makes me think that we live in ~128 bit world lol, since we need only ~35 digits to fully generate our universe (if you do not believe in infinity, but I do)
Conclusion: This will allow us to procedurally generate entire Solar System in a single instance with 1 millimeter positioning precision. DO WANT Taken from -> https://forum.unity3d.com/threads/64-bit-transform-component-please.188377/?_ga=1.144123253.1144772329.1475499923For accurate physics and steady cameras you need to stay under 10k from origin using 32 bit transforms. The latest version of PhysX have a move origin feature that would allow you to move in a larger 32 bit space grids (see roadmap). You should be able to work around it with an Arcade style game e.g. old school tiling or boxing your 'space'. The Kerbal Space Program game wrote their own 64 bit transform and gravitational physics system to allow them to work to the scale of the solar system. http://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html
|
|
« Last Edit: October 03, 2016, 08:31:10 AM by gimymblert »
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #156 on: October 03, 2016, 07:30:00 PM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #157 on: October 03, 2016, 08:44:50 PM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #158 on: October 11, 2016, 01:58:38 PM » |
|
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #159 on: October 13, 2016, 11:19:35 AM » |
|
|
|
« Last Edit: October 13, 2016, 11:37:29 AM by gimymblert »
|
Logged
|
|
|
|
|