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clouds-of-jupiter's Issues

Parametrization of cloud shader

Shader needs to be able to poll a script to set important values

Noise needs to be regenerated and interpolated (or changed slowly enough) to allow infinite exploration without user perception

Parameters to change:

  • noise parameters
  • cloud color
  • cloud vorticity
  • cloud speed

Trail renderer snaps to higher width when pressing shift

solution 1:

get widthVsTime
store it
whenever width changes
add the width change to a list with timestamps
every update, recalculate a widthVsTime, accounting for bad stuff
for every time change, add two animation node with the interpolated time and correct tangents
  then multiply each node depending on the multiplier history

solution 2:

have a ring buffer being pushed a width each frame
  how do I sample it?
create a curve from it and samples of original curve
aliasing risk

solution 3:

each node has a widthMultiplier data as well as an age, zero allocation
https://assetstore.unity.com/packages/vfx/particles/smoothtrails-141291#reviews

node already have that data surely?

Add new cloud scale layer

Very large cloud structure should be possible

Cloud layers should be hundreds of kilometers tall combined

Clouds should have layer-specific colors

Shadows should interact well with those layers and larger scale structure

Add Scaled Space

32bit float is far too small to handle planetary coordinates

A Jupiter-centric scaled space for rendering Jupiter is necessary, and will be used to place environmental nodes

With it, methods to convert to and from local space will be required

Attempt to lighten 3d textures

Currently 3d noise texture have 4 colors, which could be reduced easily to one single color, potentially with a higher precision

This could also reduce the number of samples by 4, using embedded sampling algorithms

flight controller refactor

flight controller is a mess

  • input spread across multiple files
  • direct control of camera
  • old input system
  • no support for any newer input system or parametrization
  • keyboard override is complicated
  • autopilot doesn't take drop into account
  • autopilot uses simple proportional calculations to control PRY
  • autopilot PRY can jitter in low framerate

death animation refactor

when death disabled, dying freezes some player control

when death enabled, player keeps control of falling airplane

an animation might be better to control camera distance and other death effects

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