Jump to content

Search the Community

Showing results for tags 'worldcluster'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to UNIGINE Forums
    • News & Announcements
    • Getting started
  • Development
    • Content Creation
    • World Design
    • Rendering
    • Animation
    • Physics, Navigation and Path Finding
    • UI Systems
    • Sound & Video
    • Editor
    • C++ Programming
    • C# Programming
    • Networking
    • Sim IG (Image Generator)
    • VR Discussions
    • General
  • Improving UNIGINE
    • Documentation
    • Feedback for UNIGINE team
    • Bug Reports
    • Unigine SDK Beta feedback
  • Community
    • Add-on Store (https://store.unigine.com/)
    • Showcase
    • Collaboration
    • Tools, Plugins, Materials & Tutorials
    • General Discussions
  • Legacy
    • UnigineScript

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 2 results

  1. Hi all, I've encountered a crash when parenting a WorldCluster to a terrain/plane. When I press generate the cluster would hang on generating. The following error message is displayed in the console: Variable::getIntSafe(): can't convert extern class to int This is the structure of the nodes: The crash occurs in version 2.5
  2. WorldCluster thoughs

    WorldCluster is really powerfull tool but it still need some improvements: 1. Parameters for multiple WorldClusters It is really bad design that all WorldClusters share same generations params stored in .cfg file. Having 3-4 clusters and updating them after terrain change is really a headache. I'd suggest to store all generation params in world.xml file. It would be very rarelly used but actually, who cares about 1-2kb of code when we have hundred megabytes of textures? 2. Seed value (as in WorldClutter) Topic says it all. We need to store and use this value. 3. Intersection check for nodes Some kind of checkbox needed for node intersections cause with high density there are lots of cases when nodes are spawned too close. 4. Easy conversion from Cluster to Clutter and back There are many cases when Cluster should be used instead of Clutter and vice-versa cause of slow processing or other issues (i.e. distant trees should always be there, not spawning over time with Clutter), but it often happens that final decision is made when one type of object is already created, so we need to step back and create another container with same parameters that is really boring. Even more, with mesh-based Clutter/Cluster objects in new version such conversion could become even more useful, so it is a good point to think of simple 'Convert to WorldClutter' button or something similar.
×
×
  • Create New...