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for the 6,000,000 unit radius QuadSphere I used a Quad subdivision of 51 (that means there will be 51 vertices per edge plus one on each corner...
ok @neoshaman , so I've just finished testing a 6 million unit radius planet (with 100000 unit high mountains) using my QuadSphere implementation...
Just wanted to let you know I've updated the QuadSphere yet again. When I added it to my Space Game I found that the scaled space script wasn't...
ok, so I've completed the changes needed and I've uploaded a new video and all the code to GitHub at: https://github.com/bicarbon8/QuadSphere The...
Apologies for no updates here. I was sick for a week and the changes I've needed to make are taking longer than I expected. Good news is that I've...
Hi, I've been trying to optimise how I lookup the neighbors for the Quad Tree faces in my Quad Sphere's Top and Bottom faces with the rest of the...
Once I've completed changes to my QuadSphere implementation, I'll update GitHub and post a video. This should actually simplify the entire mesh...
I'm really confused by your response here... it makes it seem like you didn't look at my first post because there I show that I have a QuadSphere...
so, I've gone back and watched the KSP video from 2013 as well as some other show off videos (one and two) where someone managed to get this...
ok, so now I think you're just trolling me here... I've got a functional Vector3 using doubles instead of floats. That isn't the issue, nor is it...
Hi @Antypodish , possibly you missed in the original post where I said I'm using double byte precision Vector3 implementation. The scene uses two...
Thanks for the reply. My reason for asking this question is that I have gone back through the scaling scripts and reimplemented them in several...
Hi there, I've managed to create my own QuadSphere with QuadTree based level of detail subdivision based on distance to the player (GitHub link)...
I've just updated the code as I realised that the entire unification process wasn't needed and the distance calculation should have only been...
Thanks again @bgolus I've managed to get things working now for mapping my UV's (though I ended up needing a major reworking of my code). Now,...
ok, thanks for that explanation. The fact that the cubemaps are typically used for skyboxes makes total sense now in terms of why the face...
I'm working on generating my own UV based Cube mapping with the standard shader and I see in Unity's documentation that the cross-shaped cube map...
ok, so I couldn't get the older code by @BradMick working, but I did manage to get my own implementation of a QuadSphere with level of detail...
updated for anyone following along. Hopefully this will be of use to someone in the future: QuadTree.cs using System; using...
ok, so in the spirit of giving (and because this thread was such a HUGE help for me in getting this far with QuadTrees), I'm sharing the following...