{"id":282,"date":"2009-07-14T17:18:36","date_gmt":"2009-07-14T17:18:36","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=282"},"modified":"2009-07-14T17:18:36","modified_gmt":"2009-07-14T17:18:36","slug":"level-of-detail-in-particles-and-debris","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/07\/14\/level-of-detail-in-particles-and-debris\/","title":{"rendered":"Level-of-detail in particles and debris"},"content":{"rendered":"<p>It took me a while to get support for this in. I still need some decent tools to get my particle effects placement faster and easier.<\/p>\n<p>Anyway&#8230;. there is now some basic LOD support for particle emitters and the debris particles. That means I can have buckets of both and only render what I need (although tragically you still need to update a lot of it for consistency sake). here&#8217;s a screenshot showing debris increasing as you zoom in. It doesn&#8217;t look like I&#8217;m zooming in the way I cropped the screens, but I am :D<\/p>\n<p style=\"text-align: center;\"><img decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.positech.co.uk\/blog\/debris_lod.jpg\" alt=\"\" \/><\/p>\n<p>It&#8217;s faked a bit with a sudden detonation, so the screen looks a bit sparse, but it looks very cool in the game :D. It&#8217;s nice that it fades into view rather than having any popup.<\/p>\n<p>I&#8217;ve been adding in hulk textures for all the frigates today, doing texture-atlases for the fighter hulks, and re-rendering some of them to prevent black jaggies around them at low zoom, designing some more AI fleets and generally fixing and tweaking.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It took me a while to get support for this in. I still need some decent tools to get my particle effects placement faster and easier. Anyway&#8230;. there is now some basic LOD support for particle emitters and the debris particles. That means I can have buckets of both and only render what I need<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Level-of-detail in particles and debris<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/07\/14\/level-of-detail-in-particles-and-debris\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[105,4],"tags":[],"class_list":["post-282","post","type-post","status-publish","format-standard","hentry","category-gratuitous-space-battles","category-programming"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/282","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=282"}],"version-history":[{"count":0,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/282\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=282"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=282"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=282"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}