4/10/2023 0 Comments Simpleplanes reddit![]() ![]() Just the main hull so far, but hey, it's only 50 parts! That's a real strength of this feature, I think it's really going to help people get their part counts down. I'm more excited about this Westland Lynx (AH.7) I've been working on in my spare time to really push this feature to see what it can do: Maybe I'll finish it one day, take it flying in my headset. Now it's show-off time, here's a super quick Cessna hull I made in 22 parts: Of course, it works on all the other fuselage types too, not just hollow. We do also plan to add a hollow glass fuselage part when we get around to it, so you can get the full benefit of that and use it to make a custom canopy too. ![]() Each game or software might support slightly different kinds of content in their Workshop, so it's best to check out the official documentation for more details on what can be created and shared in that area. I think it's best illustrated with this little GIF:Īs that demonstrates, it's particularly useful when combined with the hollow fuselage part. The Steam Workshop for SimplePlanes The Steam Workshop makes it easy to discover or share new content for your game or software. The fill is as a proportion of the fuselage's height, so connected fuselages with the same settings will match up on their faces. You can lower the fill on each end of the fuselage to provide a sloped cut, or set them to the same value for a flat cut. At it's default value of 100%, the entire fuselage is shown and no cutting is done. What you'll see added to the game is a "Vertical Fill" slider in the fuselage section editor, alongside the width, height and corner type attributes. (Though it's only load-time speed so it's not that apparent) The Actual Feature In addition, the use of VR APIs means we've upgraded to Unity 2020, which has some new tools like the Burst compiler - which this has been written to specifically leverage for extra speed. This is like the mesh subtraction idea, but it's much simpler to write because you only have to consider the intersection with a flat, infinite planar surface. It slices the fuselage mesh up, deleting everything above the slice. I've implemented what I hope is a strong mix of the two, somewhere between them. But it would be very restrictive in the actual kind of hole you could make in your planes. That sounds pretty simple, we could just start with half a block and change all the fuselage code to not care that half of it is missing. On the other hand, a very very common request is a half or quarter fuselage part. This is a bit far fetched - it would be very complex in terms of the actual algorithm, and it would be difficult to get the collision geometry right. Lots of people have asked for the ability to "subtract" a hole from another fuselage, leaving a hole in it's place. It's been obvious for a long time that people want a better way to have holes in their fuselages for cockpits, bomb bays, landing gear bays, et cetera. With the upcoming SPVR game and SP 1.11 update, there's obviously a large focus on getting better cockpits to inhabit in the virtual realm, and the greater demands of VR rendering means we need to be careful with our part counts. ![]()
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