-
Notifications
You must be signed in to change notification settings - Fork 0
Open
Description
TA Meeting
- For matching meshes to physics without doing it manually, add colliders to each part?
- Most meshes are triangle meshes -> have whole mountain be a trinagular mesh with collisions for each triangle
- Split up road and mountain, might not want to have to check the collisions with all of the scene every frame
- Avoid really big single models, go for smaller models - Our physics engine might cull the collision checks to within a bounding box for us, might only have to do that manually if we're having performance issues
- LOD should have different vertex counts: have both models loaded into scene, and just switch out which we're rendering based on the distance. This way, the non-visible objects never enter the rendering pipeline
EX:
Scene
/ | \
Group
|
Object/Model
| \
gltf gltf
model1 model2
model1.visible = true, model2.visible = false
-
FirstPersonControls is the move for camera -- if we're going to do it manually, make cursor lock in place while still taking user mouse input. Restrict view based on relation to car's axis rather than world view
-
Make 3d text a child of the car so that it's fixed in front of it
-
OR, have text be rendered somewhere else in the world with a second camera with an orthographic view, could count for a second view for our advanced features.
-
Look to previous assignments for how the GLSL interfaces with js
-
To start on fog, look toward using a fragment shader similar to the special material in the raytracer assignment
-
Have particles and shade those (individual vertices), animate it using the fragment shader (apply noise)
-
Look at THREE js particle systems
Metadata
Metadata
Assignees
Labels
No labels