![]() ![]() While these calculations are somewhat daunting (involving the 3D float array used to represent an alpha map), they’re actually not too complex when broken down. The process itself is not complicated, it just involves getting the terrainData of terrain below the player, and using the player’s relative position to the terrain to calculate what the texture is that is present at that point on of the terrain, and in what strength. For example, we have a texture that represents “heavy snow”, which will bring down the speed at which the player treks through the snow, as well as an “ice” texture, which would instead speed the player up at a much higher rate, and slow down at a much slower rate. ![]() Something that is crucial to the design of our game is different textures on the terrain beneath the player having differing effects on gameplay. ![]() I want to take your mind off the madness for a moment and talk about something I worked on over the last few days.Īs you can read about in my October Update, I’ve been making a skiing game! It’s been awesome so far, and really enjoyable. The last week has been a truly fitting capstone on the crazy year that has been 2020, especially for U.S. ![]() Hello all, I hope that as you read this, all is well in your world. ![]()
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June 2023
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