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Pull Request - World Origin Shifting in MP

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  • #61
    Originally posted by ioFlow Studios View Post
    I know I did some moons (ok sphere's) a million units out in the sky in Eden and they rendered just fine.
    Almost certainly uses logarithmic then, since hyperbolic wouldn't work at that range. Best way to know for sure would be to check it in the .usf file tho. Anyone know where the z-depth is set up?
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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    • #62
      Originally posted by ioFlow Studios View Post
      I know I did some moons (ok sphere's) a million units out in the sky in Eden and they rendered just fine.
      From your observation point a million units away or whatever etc:
      Did you test scenarios where moons / planets overlap each other?

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      • #63
        Yep, one was partly behind the other and they were both half behind the horizon of my planet mesh.

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        • #64
          Hi Nkey!

          I was wondering: why not give us the option to choose larger worlds and sacrifice some extra bandwidth? It sounds like that was your original plan but from what I can tell you're only sending that one extra bit at most.

          Thanks,
          Jin

          PS: Is Nkey a play on Enki, the Sumerian god?

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