Roujel Williams

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Now that the pull request above is merged, is there any way to make gdnative libaries for iOS now?

@endragor Great! So how do you do it? It doesn't show how neither here nor in the godot cpp bindings repo.

@endragor And how do you do _that_? The compiling part. Again, lack of documentation here.

Perhaps the new Firebase Storage API can come in the form of a file manager UI. Somewhat like the editor file system, except a folder can't be empty.

@wcbx Well in Project Settings there should be a couple of parameters that affect performance. https://github.com/SIsilicon/Godot-God-Rays-Plugin#project-settings

It's likely because those other engines downsample the effect, and unfortunately I'm not able to do that here effectively.

How about an option is added to take screen coverage into account instead. That way, the LOD swapping is fov independent. I believe that this is the approach that Unity...

Don't know how I missed that in the post. 😅 That's understandable though.

Question though. How would that method be slow on high resolution games?

How would that be so? The screen coverage wouldn't be dependent on screen resolution, but rather by the _percentage_ of the screen it covers. The result should theoretically be the...