Most of my time through the final month and https://kvm-migration-v2.syse.no/js/video/fjk/video-slots-ninja-casino.html a half has been spent working on code that handles laser rays hitting an asteroid, https://www.vipcheapest.com/video/pnb/video-slots-and-casino-ag.html however before I began working on that, I ported a few of the game logic code from my previous Linewars II over to LineWars VR. As I had begun working on the Cruiser Bridge and had decided to make use of the identical texture atlas for https://prueba02inccampus.unincca.edu.co/images/video/fjk/video-best-slots-sites.html; https://prueba02inccampus.unincca.edu.co/, all my cockpits, I observed that the current texture locations were far from optimal. With the ETC2 texture compression the RGB colours of a pixel are compressed into 4 bits and the Alpha channel into one other 4 bits, which means that the alpha channel has a lot less compression artifacts than the RGB channels.
Thus, I decided to make use of the alpha channels of both the textures for https://www.vipcheapest.com/video/pnb/video-bet-slots.html the conventional vector (as compression artifacts are most noticeable in the traditional map). Now that I needed one other such cubemap for the Cruiser bridge shadows, it occurred to me, that I might easily use just a single cubemap, with each of the three cockpits using their very own colour aircraft. I plan to have these similar textures as a texture atlas for all ships in my game, as there are solely 4 varieties of ships: Cobra, Pirate, Cruiser and the area station.
My resulting area station model has 2465 vertices in Cinema 4D. Since all the sharp edges and likewise all vertices where the texture UV coordinates aren't continuous generate additional vertices, the vertex count when the object acquired imported into Unity went as much as 6310. That is fairly high, but nonetheless acceptable if I can keep the fighter ships very low-poly. In the event you remember the original LineWars II, you could remember it having an area station that was mainly only a cube, with a "mail slot" for the fighter ships to fly by means of.
I additionally planned to have the "mail slot" aspect of the station all the time facing the solar, in order that I might keep the tanks always in shadow. The solar panels and gasoline/water tanks would probably take injury otherwise. Also, the home windows ought to have specular reflections (identical as the photo voltaic panels), in order that when the sunlight hits them in the right angle, they should look shiny even when there isn't a gentle coming from behind the window.
I had put the original Cobra cockpit illuminated panels right here and there on the texture atlas, in order that there were solely small separate areas where all the RGB planes could possibly be used for the opposite cockpits apart from the Cobra cockpit.
Thus, I spent at some point optimizing the texture and moving the UV coordinates around in the Cobra cockpit mesh. Alternatively, there is never multiple area station in a scene, so it might probably have extra polygons and .E.r.les.c@pezedium.free.fr vertices than the opposite sport objects.
WorldToObject matrix for these vertices to get their coordinates in object space, https://kvm-migration-v2.syse.no/js/video/pnb/video-google-calendar-appointment-slots.html whereas the rotating vertices have already got their coordinates in object space. Since I did not have enough polygons to mannequin the home windows, I knew I needed this object to make use of regular mapping for all of the small particulars. Thus, I decided to get right down to 256x256 resolution (really, the original cruiser bridge shadow cubemap I made was solely 128x128 decision), and use the current Unity CubeMap texture type, to be able to get the cubemap compressed.