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Although you can use this type of equasions they are quite unhandy. These are derived from intigration where a fragment of time known as delta time or even dt limits to zero. They are most precise but usually unfit for physics engine due to the complexity of finding the time at which the object or projectile will collide. The complexity grows with more ...


First off, use this shader for your skybox: http://wiki.unity3d.com/index.php?title=SkyboxBlended The default Skybox shader won't allow you to transition between two skyboxes (eg. one for day, one for night). The "blended" value of this shader can be adjusted in code, so adjust it over and over a little bit every frame. Meanwhile, besides the skybox you ...


For Android, Don't go over 2048x2048, as some devices do no support them (including nexus 10).


The source post says it all. http://www.ogre3d.org/forums/viewtopic.php?f=5&t=41811 Blending in fake HDR is tough, because the frame buffer blend cannot cater for the exponent you're storing in the alpha channel Fake HDR, exponent, alpha channel. It only matters for a specific HDR format where, as mentioned above, .. "Fake" HDR, where the ...

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