Originally posted by Beet Wagon “Cars and planes are designed with glass at angles that won’t reflect the sun into the drivers/pilots eyes, but that’s not true of some spaceship designs” Okay but like ‘in-lore’ or whatever, they probably would be. If Aegis Dynamics was making ships without any of the anti-scratch or anti-glare design […]
Archives for November 2019
Why is there a height map limit
Originally posted by Oxygen I was a bit surprised watching the “Terra Firmer” show and seeing there is a unified limit for all height maps at +1km and -1km which means currently the maximum for a mountain is around 2km height. In my opinion, this makes no sense, I bet for sure there is an […]
Scratched glass inside – shouldn’t it be for the aged ships?
Originally posted by ABrown.CIG This is both a simple and also quite complex issue :slightly_smiling_face: As mentioned above we do support separate wear and dirt controls per object, and these will change dynamically over time. Currently the degradation system handles wear, but it’s only hooked up to certain entities at the moment (due to art […]
Why is there a height map limit
Originally posted by Oxygen I was a bit surprised watching the “Terra Firmer” show and seeing there is a unified limit for all height maps at +1km and -1km which means currently the maximum for a mountain is around 2km height. In my opinion, this makes no sense, I bet for sure there is an […]
new fog effect?
Originally posted by Nikita How about the ground textures. Is that the final implementation of Planet V4 ? Do you mean the most detailed small scale textures on the surface? If so then there are certainly some ideas to improve the blending, parallax, repetition and detail, but I can’t promise anything schedule wise here. Ali […]
new fog effect?
Originally posted by Zane Is the inividual trees limitation caused by the current DX11 API? Or is it caused by something else? Mostly a CPU cost issue with the engine. We have a super efficient system for managing huge numbers of objects, but at some point just doing ANYTHING near a hundred thousand times becomes […]