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Editor • Support baking high-precision lighting maps to get a better baking effect. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Improvements • Move the Light Bake entry from the top item settings menu to the panel menu. •
Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. This type of collision works over a large area and is ideal for terrain, as well as for excluding rain, snow, smoke, etc. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask.
And from the video you might think that only applies to the terrain. On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static). Like UO, every “tile” knows what materials it is. Unlike UO, they can change. (On
Fixed the terrain as too dark, caused by the lighting calculation issue in the builtin-terrain material. Fixed crash issue when baking high-precision Lightmap for the terrain. . ● Fixed Planar Shadow not showing when GPU INSTANCING is enabled. Fixed Toon shader data issue on iOS Wechat.
Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. That’s it. When
With Offworld Trading Company, because the game had random maps, each game started with a short exploration phase where you scan the map and found your colony with only part of the terrain revealed. Much of game design is determined by constraints which are out of the hands of the developers.
Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique.
I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. And if there is then I want to see it, and be able to talk about it and reason about its ramifications. What depth isn’t.
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