X2M mobile mmo rpg

整个世界的空间为32 Km X 32 Km
真实地形世界空间为16Km x 16Km
运行时包括Light Probe SH数据流时完全流式处理(内部开发)。

远近阴影处理。
-VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组)
-阴影卷代理网格系统。

网格地形。
– 网格地形的自适应密度。
-网格地形lod + HLOD。
-用于地形表面细节系统的置换网格贴花。(我制作的移动友好系统)
-随机反耕技术。

详细查看Vista地形。
-预烘焙的灯光舞台数据。
-自适应远景地形网格物体生成。
-支持一天中的时间。
-距离淡出与真实地形纹理集融合。

水。
-无限新世表面由Perspective空间剔除表面网格。
-平面反射系统不考虑高度差。

Fully world space have 32Km X 32Km
Real terrain world space have 16Km x 16Km
Full streaming when runtime included LightProbe SH data streaming(Inhouse develop).

Near and far shadow treatment.
-VariableShadow, Distance ShadowMap (Considered Parallax Shadow cache as texture array)
-Shadow volume proxy mesh system.

Mesh Terrain.
-Adaptive density of mesh terrain.
-mesh terrain lod + HLOD.
-Displaced mesh decal for terrain surface detail system.(Mobile friendly system that I made)
-Anti-Tilled technique by Stochastic.

Detail Vista terrain.
-Pre baked Light stage data.
-Adaptive vista terrain mesh generation.
-Support to Time of day.
-Distance fadeout blending with real terrain texture sets.

Water.
-Infinite ocene surface by Perspective space culled surface mesh.
-Plane reflection system regardless of the height difference.

Categories: devlog

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