Hoimar
Hoimar
Yes. In the latest commits I was able to fix the crashes that occured before, though I'm not quite sure how to best continue with physics, because these complex trimesh...
> Just out of curiosity, are you two programmers who work full time? I'm currently learning to program (I'm a beginner). I will try sharing this project with others who...
So I found that PhysicsServer is not completely multithreading-friendly in 3.x, but at least that should be fixed in 4.0: https://github.com/godotengine/godot/pull/45852 In the meantime I'm using a Mutex in `terrain_patch.gd`...
Clouds are looking good already! So while checking this out, I spotted a problem with the cloud shader, it warps towards the poles of the planetary sphere, because the vertex...
That sounds like a good idea. The long term plan is to load and save chunks to disk as a different source for height data (apart from procedurally generated). But...
That should be possible actually. Did you click "Do Generate" in the inspector after you set the new material? Do you get errors in the output? You can create a...
So you're talking about a heightmap that would be usead either instead or together with the procedural noise? The former is on the roadmap but could be a bit complex...
Nice, so am I :wink: Your performance still seems to be quite low, I'm consistently getting 60 FPS even if cruising around planets at surface level with max. speed (using...
Thanks for the contribution, looks like some good changes. I'll have to review the code a bit. ### License The license file in the root folder seems a bit strange....
Alright, I tried to tidily integrate your changes and tweaked some settings. You can check it out on the `atmosphere_with_clouds` branch. I think we could actually create a `dev` or...