Saturday, June 4, 2016

Day 20: Setting Up Cells

Bug fixing is continuing quite smoothly; at first I was worried that the request to ignore certain post processing effects for particles wouldn't go through (since Custom Depth seems to be the only parameter that can differentiate post-processing effects and can't be used for multiple sets of effects). Luckily enough, without selective transparency the post-processing effect actually won't apply to materials with transparency!

As for bugs, the elevator likes to swallow objects when moving, so I put in a sweep check to stop the movement or in the case of levitated objects, grab the object away from the player:


As for continuing normal mapping work, that effect I talked about in detail yesterday finally went into effect last night:


That much detail over a gigantic level of terrain? Yeesh, I should probably work on optimizing at this point. I'm starting up from semi-scratch to create a set of equal-volume cells to hold the terrain to frustum cull it. Hopefully we get some progress!

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