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This isn't feasible on todays hardware the main reason being the sheer amount of data. Lets say for arguments sake that you only hold heightmap data and "on the fly" load texturing information from another source like google maps (assuming thats even possible) ... based on what wolfram alpha has to say ... ...


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Let's see how big the heightmap of the earth would be. For simplicity reasons, we assume, that the earth is a square, and has no overhangs. The earths surface is 510 million km². If you only have 1 pixel for 1 km² (wich is not very much), then you would have an image with 510 million pixel, so a 22000 by 22000 image. That takes up quite a lot of space. If ...


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UE4 does not have exactly an inherent limit to what you can simulate at the engine. Nothing like a map size limit or something. However, besides the obvious memory and CPU hardware-limitations that a huge simulation might face, at least another indirect partial limitation related to software, i.e. in this case to UE4, does apply. It is the fact that most ...


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Store the components and compute the matrix on-demand when you need it. Storing the matrix itself is inferior if you're ever going to be manipulating the transformation in any interesting or useful way, because floating point error can creep into the matrix after repeated successive mutations (such as rotations). This can result in a matrix that doesn't do ...


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Both options are basically the same. In the end you do have a bunch of vertices that you multiply by mModel * mView * mProjection. If you move the camera within the world, that transformations go into mView. If you move the world around - into mModel. mModel is actually constructed of many matrices guiding how objects and sub-objects are positioned within ...


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Disabling vertical synchronization solved my problem, movement become smooth.


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It worked. My Code: Mesh mesh = new Mesh(); mesh.vertices = newVertices; mesh.uv = newUV; GetComponent<MeshFilter>().mesh = mesh; mesh.SetIndices(new int[] { 0 }, MeshTopology.Points, 0); The last line creates was very important to create a trinagle. For saving the Mesh: AssetDatabase.CreateAsset(m1, "Assets/" + "oneVertexMesh" ...


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This page of the Unity Manual explains the format: http://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html The RGB colour values are used to store the X,Y,Z direction of the vector, with Z being “up” (contrary to Unity’s usual convention of using Y as “up”). In addition, the values in the texture are treated as having been halved, ...


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Usually, when you want to move an actor, you use an static value (speed) and delta together to calculate the distance move in that Loop/Frame. I´ve never used Stage before, so I might be wrong, but I see you are using accumulator += delta; I would suggest using something like this: accumulator = accumulator + (speed * delta); //speed being a ...


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In a lot of cases animations are blended between to create a pose. In some cases many animations are layered at once, sometimes on only part of the body. Finally inverse kinematics can be applied on top or under animations. The only way for all this to work is if the bones transforms are first calculated in local space.


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You have to set the camera user to something other than DEFAULT because the DEFAULT camera is used for things like UI, Menus and is rendered last. // Camera auto s = Director::getInstance()->getWinSize(); auto camera = Camera::createPerspective(60, (GLfloat) s.width / s.height, 1, 1000); // set parameters for camera camera->setPosition3D(Vec3(0, 400, ...



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