You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
"Yon" is Avara's concept of how close you must be to be able to see/view an object. Avara had gnarly culling algorithms that would show parts of shapes as you closed in on the yon distance for that object. We will probably not pull that off easily, but a simple LOD effect can be used in place of this.
This should be a fairly simple addition to the object shader, adding another parameter for the yon value.
Of course, the favorite example of this yon effect are the missiles on top of the end structures in Net-1. It also provides an example of its effect on gameplay in the original.
The text was updated successfully, but these errors were encountered:
Turns out it worked all along. Here's your Net-1 moneyshot @shrizza
I dunno why I thought this would be a problem, Avara does its own culling as well at the application logic level, so those objects are not even passed to opengl for drawing if they are filtered out by the view pyramid check OR the yon check.
"Yon" is Avara's concept of how close you must be to be able to see/view an object. Avara had gnarly culling algorithms that would show parts of shapes as you closed in on the yon distance for that object. We will probably not pull that off easily, but a simple LOD effect can be used in place of this.
This should be a fairly simple addition to the object shader, adding another parameter for the yon value.
Of course, the favorite example of this yon effect are the missiles on top of the end structures in Net-1. It also provides an example of its effect on gameplay in the original.
The text was updated successfully, but these errors were encountered: