PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Not built-in, you'd essentially have to write your own collider system based on mesh limits to do it and that would get computationally expensive on a complex mesh. It should be relatively simple to apply those interactions to the unity colliders as long as you know the impact point and speed.
Update: I was wrong, here's some code that does it straight from the vertex data but its still computationally expensive on a complex mesh.

https://forum.unity.com/threads/raycast-without-colliders.14378/
Rectangular bounding boxes would be best for being non-computationally complex.

 
I'd rather have the float range of values for the world, not a +/- 2 million range that I have to reduce to get x bits of fraction. If you want precision, you go with double, with its 53 bits of significand precision, which I have seen some people wishing Unity used and someday it probably will as computers reach the everything is 64 bits and so fast and with so much RAM, that we don't care anymore.
I already do use doubles, hell, I've had to write my own Vector3d library to do what I want. It's not the range of numbers that bothers me, it's the inaccuracy of replicating results and the weird issues you have with very small or very large numbers which push the limits of the exponent. Combine that with the nightmare of trying to convert a double to within the range of a float and fixed-point looks better by the second.

Since unity has largely dropped support for 32 bit systems there's no logical reason not to use 64 bit in the engine except for the amount of work involved in bringing the engine up to date.

I can agree to disagree, such things are often a matter of taste and suitability to the job at hand.

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Rectangular bounding boxes would be best for being non-computationally complex.
Then just use a rectangular collider and save yourself the extra work :-)

 
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Madmole showed new Material, again on his Twitter.

May I ask, why not posting Material from the Devs in the Dev Diary of A17 ?

I dont use Twitter and dont want to look up 20 Sources to be up to date with the news :/

 
@Roland

I saw MM posted some pictures about trees on Twitter. Maybe you can update the first/second post of this thread accordingly?

 
Madmole showed new Material, again on his Twitter.
May I ask, why not posting Material from the Devs in the Dev Diary of A17 ?

I dont use Twitter and dont want to look up 20 Sources to be up to date with the news :/
Yeah this is a valid question. This is the 3rd time in a row if I remember correctly that MM posted new screenshots only on Twitter, and not on the forum. I do have Twitter, so that's not a problem for me, but for an information-starved forum..

 
Madmole showed new Material, again on his Twitter.
May I ask, why not posting Material from the Devs in the Dev Diary of A17 ?

I dont use Twitter and dont want to look up 20 Sources to be up to date with the news :/
+1

I don't use twitter, but I want to receive all the news about the game.

Furthermore all the hardcore fans interested in the updates are here in the forum.

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The trees look amazing though (: well done!

 
MM might have lost his password for here..

Apart for that - a only one place to notify ppl is not possible. Some ppl use tweeter and do not read here. Or oposite such as us :) . He is trying to cover as much audience as possible. Some balance is needed though.

 
The trees looks awesome. Great addition to the A17 hype for me. Too bad it is immediately drowned in people complaining, because they have to click 2 more times to see it....bloody hell.

 
For the click impaired...

Justin made brand new trees for the forest and they look amazing. They billboard way better too. I feel so tiny in the world now these trees are so much bigger than the old ones.
Ddw58MPVMAAJiyQ.jpg


Ddw58NEVAAEsgyp.jpg


Ddw58NkV4AA1_GN.jpg


 
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MM might have lost his password for here..
Apart for that - a only one place to notify ppl is not possible. Some ppl use tweeter and do not read here. Or oposite such as us :) . He is trying to cover as much audience as possible. Some balance is needed though.
For sure, the more places the better. However, if I would have to pick one place to put updates about the development of the game it would be the development blog.. ;)

 
For sure, the more places the better. However, if I would have to pick one place to put updates about the development of the game it would be the development blog.. ;)
Agree , this is the best place ;)

Thank you Roland.

 
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