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Apr
9
comment How to create a seamless 5D noise function?
I wouldn't mind if its 4D noise, I searched and only found that it's doable with 5D noise, it just has to be seamless.
Apr
9
comment How to create a seamless 5D noise function?
I mean a texture which contains multiple tiles, 64x64 pixels per tile and 8x8 rows / columns so each tile can be mapped to a slice of a cube.
Apr
9
revised How to create a seamless 5D noise function?
deleted 164 characters in body; edited title
Apr
9
awarded  Supporter
Apr
9
asked How to create a seamless 5D noise function?
Apr
18
accepted How can I repeat / scroll a tile which is part of an texture atlas?
Apr
18
comment How can I repeat / scroll a tile which is part of an texture atlas?
oh thanks yea you are right, I just have to add it to the vUv, it works.
Apr
18
asked How can I repeat / scroll a tile which is part of an texture atlas?
Apr
16
accepted How can I implement beam effects like these?
Apr
14
comment How can I implement beam effects like these?
thank you for the link, do you think all effects are created with the same technique and just have different textures applied or is number 3 just done with particles?
Apr
14
revised How can I implement beam effects like these?
added 92 characters in body
Apr
14
asked How can I implement beam effects like these?
Apr
10
awarded  Scholar
Apr
10
accepted When and where should I calculate collision response with multiplayer physics?
Jan
17
awarded  Student
Jan
17
comment When and where should I calculate collision response with multiplayer physics?
ok I assume you are talking about clientside prediction and I think i understand that so far, but to be clear let me rephrase my question : Lets say another player is moving towards me, and I move towards him and we collide, should the other player stop immediatly or should he just stop when the server says so?
Jan
17
asked When and where should I calculate collision response with multiplayer physics?
Sep
21
awarded  Custodian
Aug
1
awarded  Editor