A game prototype based on the raymarching project by Coding Adventure
Currently very basic, but I hope to extend it to a full exploration game.
This project forked from seblague/clouds
Jupiter Exploration Game Prototype
License: MIT License
A game prototype based on the raymarching project by Coding Adventure
Currently very basic, but I hope to extend it to a full exploration game.
when death disabled, dying freezes some player control
when death enabled, player keeps control of falling airplane
an animation might be better to control camera distance and other death effects
Easiest solution is to simply use stylized opaque particles
solution 1:
get widthVsTime
store it
whenever width changes
add the width change to a list with timestamps
every update, recalculate a widthVsTime, accounting for bad stuff
for every time change, add two animation node with the interpolated time and correct tangents
then multiply each node depending on the multiplier history
solution 2:
have a ring buffer being pushed a width each frame
how do I sample it?
create a curve from it and samples of original curve
aliasing risk
solution 3:
each node has a widthMultiplier data as well as an age, zero allocation
https://assetstore.unity.com/packages/vfx/particles/smoothtrails-141291#reviews
node already have that data surely?
Shader needs to be able to poll a script to set important values
Noise needs to be regenerated and interpolated (or changed slowly enough) to allow infinite exploration without user perception
Parameters to change:
flight controller is a mess
Currently 3d noise texture have 4 colors, which could be reduced easily to one single color, potentially with a higher precision
This could also reduce the number of samples by 4, using embedded sampling algorithms
32bit float is far too small to handle planetary coordinates
A Jupiter-centric scaled space for rendering Jupiter is necessary, and will be used to place environmental nodes
With it, methods to convert to and from local space will be required
Very large cloud structure should be possible
Cloud layers should be hundreds of kilometers tall combined
Clouds should have layer-specific colors
Shadows should interact well with those layers and larger scale structure
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