Link pls. Knowledge. I need it.
Also agree the thunder could use a lil more ‘oomph’
Link pls. Knowledge. I need it.
Also agree the thunder could use a lil more ‘oomph’
This is very well done. The way the lightning lights up the rain and the ground is fantastic. Very well done, but I have some thoughts. It may have just been the video, but I noticed that the sound effects gor the lightning are a bit delayed like in real life, however, the player was so close to the lightning that the sound should have been instant. If you could program that delay to occur only when the player is far away, and much louder and instant when the player is close, then this would be an immaculate thunderstorm. That is my only thought, and it is a small point but I would like to see it in the game. Just think about it.
The light and sound are correctly represented in the game. If the storm is in the distance you’ll clearly be able to differentiate the arrival of the light and sound.
Another fun fact, the sound travels through the portals “realistically” so you can decide if you want to enter the portal even if you can’t see danger maybe you’ll be able to hear it!
But can we be that far away so it feels realistic? I’m not sure how far that would have to be but is the render distance enough? or does sound “render” farther than visuals?
also @Tercel after reading the wiki for a bit I came to the conclusion that lightning does whatever it wants xD (cloud-to-ground, cloud-to-cloud, ground-to-cloud - lightnings, The only thing it doesn’t do is ground-to-ground^^)
Oh, i just remembered something. for me its very important that you feel like you have an impact on the world and that you can make changes in it, other than just building. so one thing i thought was if it was possible to make an event or more events that are randomly placed or placed with set intervals for example an entire area suddenly starts to only have thunderstorms and rain because an ancient oort machine have gone nuts, and if you go to the machine after having fought of several titans who guard it (to make it a bigger event) you can destroy the machine and it gets great wheather again.
i didnt really talk about it before cause i didnt know if thunder would be a thing, so that is why i remembered.
Have to admit that you’ve lost me here.
The sound is positional - so changes based on distance. Likewise the visuals change for a storm around you compared to a storm in the distance. It might not have been obvious from @ian’s initial video + post but the storm has a centre and moves about the landscape.
Ultimately the storm effect is rendered (both visually and with audio) where ever you are on the map.
This is a really nice idea - and something we’ll definitely try to find a usage for.
Either creatures / titans in the environment or player actions triggering atmospheric effects - that then in turn effect others in the surround area and world.
Lol @zouls, what if he was asking for crafting professions? I think he means improved MMO style 3rd person, tbh.
This is so cool! I’m curious what would happen if there are multiple portals near each other. Would you be able to tell which world was stormy, or would it constantly be thundering in the portal hub? Sounds like something we would need to test out with the portal hub.
I might have written it a little bit unclear^^ I meant, since there is a render distance limitation, wouldn’t that mean you could only see and hear a thunderstorm up to a certain distance? And if so, is the maximum render distance far enough so it feels realistic enough?
Most thunders I’ve heard were about 3-5 seconds apart from the lightning. Which would be about 1020 - 1700 blocks. Is the render distance that far?
Or does that:
mean you can hear and see a thunderstorm independently from the render distance?
Finally, a game that breaks away from global weather effects! That’s EXTREMELY cool!
pure genius!
Lol yeah I’ve seen him do it too. I was just laughing that, of all people, you would be the one to get annoyed and call him out for it first! I don’t personally see why it would be the one thing that holds a person back from buying this game. I also don’t see why he would post about it on the devlog about lightning, either.
Maybe a solution for this to get both a natural (though not entirely accurate) difference in time between the flash and the sound would be to go with a 100m=1s ratio instead of 340m=1s. Would make it easier to calculate the distance for a concerned player and would increase the time between flash-sound to about 3-5 seconds at max render distance. That may end up not being practical, but I figured I may as well throw it out there.
Yea you could do that^^ But I’m a little bit confused by james’ answer and do you know exactly how far the maximum render distance is?
based on the capital, I’d say about 500m since you just lose sight of the far wall when standing on the perimeter and looking in.
I think you might be misunderstanding him, as i read it he is asking ‘‘does the sound render further than teh visuals’’ i might be wrong though.
I got that, I was just suggesting the ratio could be adjusted to account for the limitations of the render distance as you can’t judge distance to a storm you can’t see.
but does audio and visuals have the same render distance? cause if they dont then your suggestion doesnt make sense, however if it is then it does then it does make sense, thats why we are trying to get the basic answer first ‘‘does sound render further than visuals’’ yeah?
In a word, yes. I’m just working on the assumption that about 500 is the furthest you can effectively see. It seems to me that it would be unnecessary to play audio ques further away than the accompanying visuals, as they would not provide any useful information. Therefore, there is no point in audio rendering further than the visual que, and you can save a little bit of performance.
yea I just reread what I wrote earlier and I know now why James was confused^^ It makes absolutely no sense to render the audio farther than the visuals and it wouldn’t matter either since we were talking about visuals and audio in combination.
Fantastic! I’m glad to hear it!