Marigold Fleur

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About Marigold Fleur

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  1.   Okay, I was hoping that was the case. Now for the tricky bit. I plan on having the players be able to lay down multiple holes that may intersect. The main reason I'm looking at Carmack's reverse over other solutions is because it doesn't seem to suffer from the same artefacting issues as depth-pass and exclusive-or. I trust I won't have any severe issues if I have multiple overlapping holes at different depths?
  2.   I had that open a while ago, but I think it's a bit more than what I need. All I really want to do is discard intersected pixels, while this goes so far as to compute all new faces. Plus I'm only handling subtraction and not an entire CSG set, which is something I'm already writing in the background for collision handling.
  3. DISCLAIMER: I'm using Unity, but I just need the theory here, really. As a warning on the Unity player, there's no invisible walls, so please don't fly off the edge of the world.   Unity player link   I've been trying to use precomputed stencil volumes like spheres, boxes, and cylinders to render holes in meshes, but I'm having a bit of trouble. The big problem is that I've actually never coded stencil shaders before and usually use visual shader tools like the UE4/UDK material editor and Shader Forge, but those aren't an option for this project.   I'd like to accomplish something like in the Unity player there where I'm cutting a spherical (or other geometric) volume out of the level geometry. It seems to me that I should be able to use something like Carmack's reverse for this and just have it so that instead of calculating the shadowed areas, I'm calculating an alpha clip on the intersected geometry. Because I'm on Unity Free, I don't have access to things like render textures, but I do have access to the stencil buffer, which should make this theoretically possible.   I think.
  4. [left][font=helvetica neue][size=2][img][/img][/size][/font][/left] Pictured above is what I am trying to accomplish. I'm projecting a hexagon grid onto some terrain using Unity's blob light projector preset. I'm trying to do this so that if you view the map from directly above, you still have a perfect hex map, even if the terrain has variation on it. It works great, to an extent. [img][/img] It deforms nicely, but when I try and deform the terrain, it stops projecting across the whole terrain and instead limits it to the blob size. [img][/img] Leaving me with an incredibly sparse terrain. Since blobs don't support proper tiling, what do I do here? Do I just have the game automatically generate and space out blobs?