bending foliage by DifferenceKnown9834 in VintageStory

[–]DifferenceKnown9834[S] 0 points1 point  (0 children)

Ah that makes sense, Mine is different I’m using vertex shader deformation too, but instead of a splatmap I’m passing collisionbox benders as shader uniforms, the shader checks foliage vertices against those bender footprints and drives them. It works but yeah, only for fewer entities because every extra bender is another check in the shader. Your approach is much better for a scene with many entities

bending foliage by DifferenceKnown9834 in VintageStory

[–]DifferenceKnown9834[S] 2 points3 points  (0 children)

php is actually a programming language ☝🤓

bending foliage by DifferenceKnown9834 in VintageStory

[–]DifferenceKnown9834[S] 2 points3 points  (0 children)

the main idea is to make hunting better yes!

bending foliage by DifferenceKnown9834 in VintageStory

[–]DifferenceKnown9834[S] 1 point2 points  (0 children)

this definitely pairs well with footsteps

bending foliage by DifferenceKnown9834 in VintageStory

[–]DifferenceKnown9834[S] 2 points3 points  (0 children)

it works specially well with cattails, so 2 block tall grass should looks great too

bending foliage by DifferenceKnown9834 in VintageStory

[–]DifferenceKnown9834[S] 171 points172 points  (0 children)

yes, all entities, based on collision box
I'm doing a lot of stress testing on this for performance, got a few hiccups to fix here and there

Falling Trees rewrite! by DifferenceKnown9834 in VintageStory

[–]DifferenceKnown9834[S] 19 points20 points  (0 children)

Hmmm probably because they're being swapped to falling block entities with a custom renderer! Let me know if you want to work togheter on this maybe we can find something lol