– Added webplayer (v2): Main thing missing is spherical holes from explosions. – Could probably decrease vertex count by 50%, since now each terrain slice/column is 4 vertices (not shared). ![]() – Added webplayer (v1): Can destroy ground, slices are created and for now they fall with rigidbody (but wont stop), could use iTween for moving slices? – Problems: What is there are multiple explosions in different places.will get lots of slices on top of each other? – Weld terrain back to 1 mesh: Go trhough each slice, move the vertices below them, up to slice top Y, destroy slices. Slice height = amount the vertice was moved down. – Collapsing: Create new mesh slices, same amount as those vertices that were moved down. – Making holes: Sphere(s) defines holes, all vertices inside sphere are moved down, until not inside sphere main screenshot is starting point (mesh, screenwidth, resolution = 1) ![]() This is another thing that i’ve always wanted to try in Unity, Scorched Earth deformable collapsing terrain (youtube link).ġ – Using SetPixels() with texture would most likely be easiest, just slow on bigger resolutions (but no need high resolution for this anyways?)Ģ – 2D marching squares (unifywiki), but how to do falling ground.?ģ – High resolution mesh, then adjust vertices for making holes (and create extra falling mesh slices.?)Ĥ – 2D cellular automata thing, again its using SetPixels(), but would be nice to have 2d water on the terrain actually.ĥ – Bitmap2Mesh, also using SetPixels() with texture, but could be made to use just array only.?
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