Only cloud shells looks pretty cool inside the gas dwarf

Only cloud shells looks pretty cool inside the gas dwarf
Thinking about multi-environment general systems vehicles
Aurora being added in again:
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A new playtest for your consideration:
chipchirp.digital/rfl
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(animations are stupid rough, the initial load is slow, interiors are WIP and hopefully correctly stripped out, and idk if multiplayer even works in the browser version, but anyway)
Polygonal jetstream: whee! đ”âđ«
Trying to help myself validate scale with canon and common fan understanding, or to make properly informed mistakes, I made mapfight for systems vehicles. Behold: Delaware versus GSV Sleeper Service
(Second chart from: www.deviantart.com/art/Culture-...)
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My hallways are boring straight lines rn but i have some ideas to add procedural randomness. Basically the large community structures are embedded under the GSV deckplates. Next, I gotta work out constraints to make clusters of quarters or side-hangars up to General Bay scale.
Yeah, getting the rings brighter towards the singularity and actually using a nonzero frequency on the cloud rotation really gives it the pinch of gravitas.
This is def pushing the workbench fps, and might suck even worse as a stage, but import to game pending.
#rasdFastwalkerLeague #astrophobia
First GSV has a name now: Watering The Garden
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Looping around Codure, at its true scale!
It takes just under four and and a half minutes for me to get from sunset to to sunrise, which over 10 million kilometers is 133 million kph, or 12% the speed of light.
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Need to work out mach cone and hypersonic effects soon!
Test flight around GSV.
Things need fixing still (plate terraij too simple, clouds are currently fixed, but its got a nice sense of scale and ability to manually or autopilot to a spot.
I need to think up more greeblies.
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Bad news: I might be moving away from Comanche-style rendering.
Good news: I might be moving away from Comanche-style rendering.
+Volumetric clouds
-uglier near-surface rn
+60 fps
+Uses climate workbench to:
++ procedurally generate the planet surface &
++ weather pattern
Rework branch of space-mode is performing better than I expected.
Features:
+velocity vector/antivector
+auto flight
+better descent into surface mode
+solar surface animation (heightmap and layers pending)
-surface backend swap pending
-that or idk rework surface mode
Hand mocap is challenge. But I was curious how much could be done with mediapipe and was impressed.
MediaPipe has free hand tracking stuff, but I must be doing something wrong because it can detect palms great but turn my hand around and the output goes inside out cryptkeeper
The inconsistent hulling kills the Homomda:
70% sure i need to revisit the 3D/sprites, and 30% sure the part-segmenter is borked for tripedal body plan.
Homomda may require proper octahedral impostors ig
May contain graphic violence
Green Lake 4 U đ
I wanna improve the appearance of water in-game, hence the XPM-related posts covering me trying things.
Trying to improve performance has been iterative.
Trying some new functions for clouds. Featred: towering cumulus at dusk
Based on SNES Pilotwings Expert Menu.
I always wanted to fly that specifically as a stage. Therefore:
Buggy planet in night side. Itâs probably the city light thing not working in web assembly (I am working on a mobile/web version in parallel, portability is strong with C!)
On the upside: it looks like each side is illuminated by a different body
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The star that leads the way is your star
Cheaper planetary nebula: success!