johang88 / tr.stride Goto Github PK
View Code? Open in Web Editor NEWVarious stride utilities / projects (stride3d.net)
License: MIT License
Various stride utilities / projects (stride3d.net)
License: MIT License
Currently hardcoded due to weird issues
Split to scene renderer base and maybe some other things
We're intending to use your Water/Atmosphere for a super-large Terrain Civilization-like game. And so it will be very common for the user to zoom way out to near-full-map view. At this distance, your water visuals break down and look bad.
I'm guessing (hoping) that by simply auto-adjusting Water settings (scale) can be done as you zoom out (higher) to make it look better from longer distances. I'd love it if the demo had this built in.
BTW, I have an edit for your Camera Controller that scales Speed proportional to the Y-value.... so as camera goes higher, it moves faster and faster -- proportional to height. Thus I can zoom up to 10 miles above Sea pretty fast. This is how it works in our game.
Here's a view of the ocean at Y = 1200. It's not looking good from this altitude.
ALSO: Note the gap between Ocean and Sky horizon... we need to eliminate this gap too.
From a mid-height (Y = 50 to 150) you can see an obvious white square that travels with the camera. I figured it might have been an artifact of Shadow Map - but after I disabled Shadows, this white square remains. It's not as obvious from the still frame, but in live play mode, it's a blatant/obvious white square that moves with the camera, until you go above a certain height where it then disappears.
At about half-the-altitude, the white square doesn't appear obvious - and so is good.
So I think whatever setting impacts the disappearance of this white square should be adjust so that the square disappears at Y = 50, instead of Y = 150.
NOTE, a 2nd larger White Square comes back again around Y=200, and remains until Y= 600. To this 2nd Square distance needs to disappear around Y = 200, instead 600, to eliminate the visual defect at those altitudes.
Hi, I was attempting to include TR.Stride, but after multiple attempts I get this log: https://pastebin.com/JKMmZPvz
After trying to include the project, the editor is unusable.
Steps to reproduce:
1.) Create a new blank Stride project.
2.) In Solution Explorer
TR.Stride
from the TR.Stride
folder3.) Wait for errors and a possible crash, with the same inner exception as in the given log. May appear immediately after the solution is being loaded, or when attempting to add a new object.
Update: TR.Stride works perfectly when loaded separately as a Stride project.
Is there any documentation on how we can consume this inside of stride ?
I am talking specifically about terrain sculpting/ terrain paint brushing
static Vector4 SampleRepeat(Vector4[] source, int w, int h, int x, int y)
{
x = x % w;
y = y & h;
return source[y * w + x];
}
source
has a size of 65536 as a result of the 256 x 256 set in Size, and y * w = 65536
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