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This is brilliant, thank you so much for your calculations and work. The only minor issue I see is that at score = 1 you get 6 stars. And also it seems I need to reverse engineer the formula to get into usable code in my game, based on the steps in the sheet, since it has some if's. Thank you again!
Hi, thanks for the replies. I studied verlet integration and I will post an answer to my question. I meant without using the physics features in Unity.
Hi, thanks for the suggestion. The article doesn’t explain how to solve this specific issue, but it could be a solution to have an extra fog layer/color over the player only, and somehow try to calculate when the player passes a fog layer and set the opacity. Was that what you were suggesting? That would be required on most NPC and moving items. If you show an image of what you mean it would help too. Thanks!
@DMGregory Very interesting, I have no experience on depth buffers and the techniques your suggesting is beyond my current skill level. But I'll look into it, and try to find some technical person to help me. Thanks :)
@Zibelas It can be always in front of the player, but it needs to go in front and behind of objects, so taller objects have less shadows on top, due to the more dense fog on the bottom.