Level Of Detail Planets in Unity #1 | Quadtrees and basics | Programming Projects 1.0

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Ever wonder how those big planets seen in games like KSP and No Man's Sky don't destroy your framerate? It's quite difficult to do, but here is how I did it using a quadtree.

Background music is Four Seasons by Vivaldi
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Holy Cow, I've been searching for Generated Planet using quadTree. Good tutorial, keep going and I will definitely be following!

archeroliver
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Hey! Thank you for this explanation.
I've had some trouble implementing a LOD system into an octree, there were some great points in this video that helped me a lot :D

ethanhermsey
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i really like when tutorials give you the source code

ayoubbelatrous
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So glad I learn about and created a quadtree in 2D this is so much easier to understand now. But I dont use Unity.

Chevifier
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It might sound weird, but your voice and the background music combined provide for a relaxed, but very informative video, thank you!

DerkJanSpeelman
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Why do you have two sizes (Radius and Planet.size)? I checked your GitHub scripts and, in the terrainFace constructor, you input planet.size as the radius. In some places you use planetscript.size and in other places you use "radius". Is there something I don't see or you can completely get rid of radius?

ThoughtsOrange
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"instead of making multiple one"
the office NO .gif
dark vader NO .gif
the scream .jpg

NeoShameMan
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If youre still watching these comments, just from the code in this video, why is the size change so finicky? It only seems to work at an editor size of 10 and a script size of 1. Anything else and I just get crazy weird spiky geometry, usually pretty huge as well.

realdka
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Nice video and explanation, thank you! If you wanted to place assets on the planet surface and make the player walk around it, what other things would you have to consider and implement?

gaschneidr
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Great video! I'd love to look at more of the changes to code you made! Do you upload these projects to Github or anything?

rickb
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Hi, i've got my version of this implemented and it works except for one part. I'm having issues with the distance check between player position and the current node position. I believe it has something to do with the node position not being in world space while the player position is, resulting in wrong parts of the sphere having increased resolution. Any tips?

platoathens
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Which is the best method: recreate the face meshes always (the 6 sides) or create multiple meshes when dividing the face meshes?

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I implemented LOD for my planets but it seems to show only the top right corner if I get closer to the planet. For some reason It starts to work if I am closer to the planet at the exact radius.

abdurahmanayesha
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when I try Implementing your things into my project when I press play nothing shows up

polyk
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is there a repository for just this part of the series instead of the whole thing

chocolatemilk
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I'm trying to develop my own LOD system and I have a problem with it: sometimes chunks have other chunk neighbours where subdivision level difference is greater than 1. Did you manage this problem or your distance calculation or appropriate distance limit values for each levels solved it?

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Can you make tutorial for finished project of procedural generated planets? :)

impsycheer
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Hello, have you any tips to generate plants (i maybe will have plant generator)? I know it isn't your specialization, but maybe you have a way

darkstormheute
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is there any reason to having the 6 faces as seperate objects as opposed to all one mesh? is it more or less performant to have multiple objects?

brodakarat
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*Guys, I need help with abyss of oceans, how do I make it's idea on the planet? (I'm develop a game tps diving)*

Mr.Epsilion