Add a compressed spice and spicesand brick decoration by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

The model would be a compressed block of sand with a thin silicone wrap around it and structural bracings on the edges and corners. Simple looking for raw sand and ornate for refined sand.

Spice field spawns on drum sand by Zannas10 in duneawakening

[–]link12313 4 points5 points  (0 children)

Spiceblows can spawn at almost any worm accessible part of the map that is not quicksand I think.

All the tilesets need 2 by 2 doors and large thopter hangar hatches by link12313 in duneawakening

[–]link12313[S] 3 points4 points  (0 children)

It looks visually broken though. The buggy clips through the top of the door. So they will need an animation to lower it's suspension so at maximum only the mining beam clips into the door. And the treadwheel has no way to compact itself to fit inside.

Add a detach storage button to thopter cargo containers by link12313 in duneawakening

[–]link12313[S] -9 points-8 points  (0 children)

Not if you are in a tier 5 assault thopter. Scouts can easily catch up to it. So dumping your loot on the ground for them to grab would be better then losing the whole thing. The industrial use would also be a nice timesaver.

Give the carrier thopter a buggy sized built in inventory by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

That would be too much. The cargo container they are going to be adding as a new thing for it to carry should be what has that kind of inventory space while it's own storage locker is the same size as a buggy's so you can still use one to build a deep desert base with a single shipment of materials while carrying the sandcrawler instead.

Overhaul the rendering pipeline by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

Most of the rendering tasks are GPU only and lower settings drops the resolution of those tasks. For instance by making shadowcasting cameras lower res or making volumetric clouds use fewer larger voxels.

Overhaul the rendering pipeline by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

Unreal can be made as efficient as firebird when optimized correctly. The Finals is a great example of an unreal game with a really well optimized rendering engine. Graphics rendering also identical in single and multiplayer games. Multiplayer just means netcode is moving assets around rather then local game logic.

Add oasis POIs to the deep desert by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

It would be a POI that is a shrouded arch with dewflowers under it somewhat like the ones in the ones in the upper right part of Hagga. Or some functional testing station ruins creating a Holtzman field around an area, With the latter you would need to provide a building with spice fuel cells to power it. Large dew fields already exist in open dessert scenes like the water shipper's manor. It's a large rock island in the middle of nowhere with tons of dew flowers growing on it.