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Skyline Forums Skyline Game Engine Community Forums 2018-04-09T12:32:36+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=67&t=2296 2018-04-09T12:32:36+01:00 2018-04-09T12:32:36+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12456#p12456 <![CDATA[Re: Procedural Space]]>

BTW I've also added the scripted car issue to the tickets.

Statistics: Posted by planetX — 09 Apr 2018, 12:32


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2018-04-09T11:23:57+01:00 2018-04-09T11:23:57+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12455#p12455 <![CDATA[Re: Procedural Space]]>

Statistics: Posted by SolarPortal — 09 Apr 2018, 11:23


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2018-04-07T17:22:49+01:00 2018-04-07T17:22:49+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12447#p12447 <![CDATA[Re: Procedural Space]]>

Statistics: Posted by planetX — 07 Apr 2018, 17:22


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2018-04-07T16:35:31+01:00 2018-04-07T16:35:31+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12446#p12446 <![CDATA[Re: Procedural Space]]>
As for the lod bias, what does it do?
The lod bias offsets the scales at which point a lod would kick in.
For example, a lod bias of 1 and a lod distance of 5 on the mesh means that the lod will show after 5 units.
Increasing the lod bias will make that lod distance greater to improve quality and reducing it wil bring the lods closer increasing performance as loss of quality.
This exists so 2 different machines with different specs can make a game run by reducing or increasing polygons to get performance over quality or quality over performance.

I believe if i lod bias of 2 is used, then the lod distance set to 5 would change after 10 units.
0.5 would be the other way and reduce it to 2.5 units before lod change

Statistics: Posted by SolarPortal — 07 Apr 2018, 16:35


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2018-04-07T15:47:56+01:00 2018-04-07T15:47:56+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12445#p12445 <![CDATA[Re: Procedural Space]]> Statistics: Posted by planetX — 07 Apr 2018, 15:47


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2018-04-07T13:25:03+01:00 2018-04-07T13:25:03+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12443#p12443 <![CDATA[Re: Procedural Space]]> Statistics: Posted by SolarPortal — 07 Apr 2018, 13:25


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2018-04-07T07:11:56+01:00 2018-04-07T07:11:56+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12442#p12442 <![CDATA[Re: Procedural Space]]> Statistics: Posted by planetX — 07 Apr 2018, 07:11


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2018-04-03T19:02:18+01:00 2018-04-03T19:02:18+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12437#p12437 <![CDATA[Re: Procedural Space]]> Statistics: Posted by epsilonion — 03 Apr 2018, 19:02


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2018-04-02T20:55:41+01:00 2018-04-02T20:55:41+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12435#p12435 <![CDATA[Re: Procedural Space]]> Statistics: Posted by SolarPortal — 02 Apr 2018, 20:55


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2018-04-02T20:30:25+01:00 2018-04-02T20:30:25+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12434#p12434 <![CDATA[Re: Procedural Space]]> Statistics: Posted by planetX — 02 Apr 2018, 20:30


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2018-04-02T19:53:52+01:00 2018-04-02T19:53:52+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12433#p12433 <![CDATA[Re: Procedural Space]]> Statistics: Posted by SolarPortal — 02 Apr 2018, 19:53


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2018-04-02T17:23:15+01:00 2018-04-02T17:23:15+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12432#p12432 <![CDATA[Re: Procedural Space]]>

Some progress on this... mostly been stuck trying to manage the code, but finally could implement a zoomer to jump between levels. Still a lil bit buggy but I'm getting there.

Statistics: Posted by planetX — 02 Apr 2018, 17:23


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2018-03-27T15:53:54+01:00 2018-03-27T15:53:54+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12426#p12426 <![CDATA[Re: Procedural Space]]> .. oh how I love space stuff... keep it coming I'm sure you will work wonders on this 1 like you have elsewhere m8 :).

Statistics: Posted by lordalmighty1 — 27 Mar 2018, 15:53


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2018-03-24T23:00:14+01:00 2018-03-24T23:00:14+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12422#p12422 <![CDATA[Re: Procedural Space]]>

Setting up the hierarchy in the array was a lil bit of a pain but finally I could manage. Now the challenge is to make a database of planets and moons and populate the systems randomly. I said procedural. :D

The idea is to show only the orbits of the planets around the selected star, then select a planet, zoom in and show the moons. Selecting a moon will jump to the level itself. Maybe one can select the planet too... I don't know. I'm still deciding about the gameplay.

Statistics: Posted by planetX — 24 Mar 2018, 23:00


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2018-03-24T22:00:39+01:00 2018-03-24T22:00:39+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2296&p=12421#p12421 <![CDATA[Re: Procedural Space]]>
It is exciting to see what he will do next. :D

Statistics: Posted by StarFire — 24 Mar 2018, 22:00


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