I've got a bug with my brick breaker style game. The bricks move down one line at a time ever 1.5 seconds. What appears to be happening is occasionally the ball will be just about to hit the brick when the brick moves down a line, and now the ball is behind it. I'm not sure how to fix this. I have two ideas but I'm not sure of implementation. 1 solution would be to check where they were and where they are going to be before rendering the frame. Then if they crossed paths, then register the brick as hit. Solution 2 would be change how the bricks move. I could maybe slide them down line by line, instead of a jump down. I'm not sure of this will fix the issue or not. Any ideas?
I would need some assistance from anyone who has a similar experience
or a nice idea!
I have created a skybox (as cube) and now I need to add a floor/ground.
The skybox is created from cubemap and initially it was infinite.
Now it is finite with a specific size. The floor is a quad in the middle
of the skybox, like a horizon.
I have two problems:
When moving the skybox upwards or downwards, I need to
sample from points even above the horizon while sampling
from the botton at the same time.
I am trying to create a seamless blending of the texture
at the points of the horizon, when the quad is connected
to the skybox. However, I get skew effects.
Does anybody has done sth similar?
Is there any good practice?
I've been away from 3d Art whilst on Maternity leave and just started to get an hour a day (if i'm lucky) to model while my baby sleeps. This is also my reason for picking something small. Really i'm after some feedback, good or bad, on any improvements, tips on rendering etc.
Any feedback would be massively appreciated as my time is so precious at the moment that i don't often have time to watch tutorials and research techniques so anything to point me in the right direction would be great.
I've baked down from High-poly and exposed some custom color changing, decals, and number plate naming from substance designer and imported to marmoset.