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Graphics nitpick: Indoor crops & water should not sway


ArcticWarfare

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I don't know if it's possible to implement wind sway on a per-block basis, but if it is...

It's a bit immersion-disrupting for the crops and water in my greenhouse to be blown around by wind inside an indoor space. Somehow I doubt it's as simple as adding one if-statement, but if it is, this would be a decent improvement.

image.thumb.png.5dbae8052e97237a7834f9db628a0a80.png

Thanks for your consideration!

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it seems like its the wind, perhaps though, the swaying is a temporal wind thing.... j/k

there does seem to be a change in music when going underground, so logic branching is there idk...

and whats up with windmill sails that cross over other windmill sails without breaking.... :)

Edited by idiomcritter
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1 hour ago, idiomcritter said:

it seems like its the wind, perhaps though, the swaying is a temporal wind thing.... j/k

there does seem to be a change in music when going underground, so logic branching is there idk...

and whats up with windmill sails that cross over other windmill sails without breaking.... :)

The logic for detecting "indoors-ness" is definitely well established, but I'm assuming applying the vertex shader for wind sway on a per-individual-block basis rather than a per-block-type basis is nontrivial and may break some optimizations. Just guessing though, would love to be wrong here.

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41 minutes ago, ArcticWarfare said:

I'm assuming applying the vertex shader for wind sway on a per-individual-block basis rather than a per-block-type basis is nontrivial and may break some optimizations.

That would be my guess as well, though on the other hand, it could be relatively simple to code and may not require a lot of processing power during gameplay. In which case, I would assume that what we have now is simply a placeholder and will be cleaned up later once more critical gameplay details have been ironed out. 😁 I'd also wager that could be said of a lot of what's currently in Vintage Story at the moment.

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