| bio | website | |
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| location | ||
| age | ||
| visits | member for | 2 years, 3 months |
| seen | Dec 26 '12 at 13:10 | |
| stats | profile views | 8 |
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Dec 26 |
comment |
Unity3d Gravity script issues no gravity has to be set to 0 for the script to work, that gravity is the inbuilt gravity setting of unity, all the planets will fall to the ground and that's not what i'm looking for. |
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Dec 20 |
awarded | Editor |
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Dec 20 |
revised |
Unity3d Gravity script issues added 73 characters in body |
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Dec 20 |
comment |
Unity3d Gravity script issues I have kinematic off, and the default gravity off too. but the force upon collision carries on and isn't lost. |
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Dec 20 |
asked | Unity3d Gravity script issues |
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Apr 16 |
awarded | Popular Question |
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Aug 29 |
awarded | Nice Question |
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Apr 20 |
comment |
2d Procedural universe generation yes, in a spherical manner. so the size of each layer (land, water..) is randomly picked and then in that land mass random land tiles will be placed for the planet, and the same for each layer. |
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Apr 19 |
comment |
2d Procedural universe generation theres no requirement to make it look too much like a planet. just enough random land, water, air in the right proportion and all on a hex grid along with other planets on that grid. |
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Apr 19 |
comment |
2d Procedural universe generation I'm thinking more along the line of a vertical cross section of the universe like this i.imgur.com/gpCTc.jpg land, sea, air, void. etc.. |
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Mar 23 |
awarded | Scholar |
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Mar 23 |
comment |
2d Procedural universe generation cheers i'll give it a go. |
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Mar 23 |
accepted | 2d Procedural universe generation |
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Mar 23 |
awarded | Student |
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Mar 23 |
asked | 2d Procedural universe generation |