The current way that terrain rendering works (additive blending over a black base) should make this possible to implement for terrain.
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Oh yeah, that's another thing. Modern mice have sensors with very high surface compatibility, but that doesn't mean they actually track well on every surface. Make sure you have a real mousepad.
- 03 Feb 2019, 08:32
- Forum: Support
- Topic: Reflection on the water surface from underneath
- Replies: 4
- Views: 525
I don't think it should be a high priority to emulate the fisheye effect accurately. The engine would have to render a half-cubemap every single frame, and the shader for sampling it would be nasty. It would be better to just change how snell's window is rendered so that it's less obtrusive. People ...
(Outside of games) as I have two monitors, it would infuriatingly long to move the mouse between things without lots of DPI. I have a Logitech G400, so it doesn't have reliability issues with positioning at its cap of 3600. I have two monitors too, and move around on the desktop at 1200dpi just fin...
Sawtooth artifacts on shadows are just going to happen with this type of shadowcasting method, stop looking at them and look at the other issues IMO. Edge filtering can be added after everything else is known to function properly.
i'm an expert on gaming mice above 800~1600dpi, dpi stops mattering unless you're playing a competitive first person shooter with mouse acceleration, which is something you shouldn't be doing unless you have a disability or only a few inches of free desk space to move your mouse (of course, high dpi...
- 23 Jan 2019, 18:18
- Forum: Feature Requests and Suggestions
- Topic: Undo the alleged MCP "fix" for Absorb spell reflection
- Replies: 63
- Views: 19456
The default should be the vanilla behavior. Morrowind and Oblivion are different games with very different gameplay.
- 23 Jan 2019, 18:16
- Forum: Support
- Topic: Physics Limiter Sometimes Not Working? (v0.44)
- Replies: 6
- Views: 665
I think that physics currently doesn't fall back to delta time if it can't run fast enough, but tries to catch up anyways, so you have times where it slows rendering to a crawl. I'm not sure, though. Either way if there's a positive feedback loop then something is implemented wrong.