Firepal

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The "pulling" effect would be done in a vertex shader: Knowing the teleport destination and normalized direction "from player to teleport destination", get all the vertices in that direction within...

If you can program this with the right interfaces and make Visual Studio spit out a library, sure. Not the project maintainer, but I'm pretty sure.

> But yeah, a bit more rumble would be nice, as I do tend to feel there's not quite enough feedback to really feel like I've cut it. This could...

I also thought about this: is controller position queried at idle time or physics time? Because I feel like I'm missing beats I shouldn't be, from moving the controller too...

> I do not know what a good practice is to make this more robust; one first idea would be to keep the old saber position and create a quad...

@leandrodreamer You should make a PR. That looks really great! It's basically what I was gonna do, but I got busy improving the saber's shader and adding a glow to...

> I presume BeepSaber also doesn't have the larger bounding boxes BeatSaber uses normally ~~Correct! They're tightly bound to the box visuals currently. #13 adds the extra large bounding boxes,...

I guess the small hitbox is what actually made me miss cubes in BeepSaber. Also something to note is that framerate on Quest 2 is pretty meh. I know BeepSaber...

BeatSaver is currently switching ownership and it is taking longer than expected. Nothing, not even mods of the official game, can fetch beatmaps from the BeatSaver collection right now. (There...

Also: you can take screenshots by pressing the Oculus button and right trigger simultaneously :>