really imperssed with that MEGATON. esp 3d proj mapping.
Okay so I edited out the import maths lines in each of the files and it runs really well! I also think I did a hi score, I travelled 15 km, but I did make the controller limit faster. Because I want to check if it is infinite because it’s not mentioned above-it is infinite as far as the CPU can handle it. I think I would have to travel at least to the moon and back before the CPU started to go buggy.
so the shadows are buggy-the textures lineup fine, but the recalculate normals is not working. recalculate normals is wrong, it is simply flipping a bit on one of the axes. I’m trying to think of a workaround, rotating the tiles beforehand doesn’t make any difference, you can cover it bit by using a texture normal map. I will make a forum thread on it perhaps.
I didn’t look at the code very much yet, but it’s a very long! I was hoping to make my version of this with about 100 lines. I didn’t understand why 3d projection Mapping of the textures would require a different shader? I thought it would just change the UVs. Blending terrain textures apparently isn’t very documented in unity, I’ve read you have to change the alpha channels onto textures set them 1, 0/0, 1 and blend in between, at least that’s one of the options.
this is an awesome video destructible terrain-
in unity
anyways, at the moment it is using a standard diffuse texture in my version, which shouldn’t interfere with any normals. In fact nothing logically should,
… I can’t believe I found this a year ago and I didn’t know the code was available! Thanks very much! Maybe I will contact you one day for question about using it in a game!
by the way, if the earth is 1mm, saturn is 9 mm, the sun is the size of an orange(11cm), the sun supplies 1^9 megatons . second. but wait a moment. beltegeuse is 60m and antares is 87m. how many megatons is beltegeuse:)