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eldaria's Introduction

Eldaria Unity

An quick-iteration experimental version of Ethertia.

Updates

  • [7.22] Eldaria Unity Created.
    with Basic World System, Chunk, Cell etc.

  • [7.25] ImGui for NET. setup Style Font etc.

  • [8.3] SurfaceNets Algorithm Impl.

  • [8.7] DiggerPro, Voxeland, UltimateSurvival, PhysX research..

  • [8.10] ShaderLab HLSL Vert&Frag Shader for Voxel Terrain (Unlit)

  • [8.11] +Project Algerithm (new refactor of Ethertia. MSVC, PhysX)

  • [8.13] ShaderGraph. using URP for higher performance compared to BRP. but realize that URP not supports SurfaceShader

  • [8.14] MtlBlend in URP ShaderGraph BPR + HLSL Custom Functioins

    • Passing MtlIds via InvBaryCoord. no complex/annoying method for this anymore.
  • [8.15] MtlTex Atlases Gen, DRAM Channel Compose.

    • Fix MtlTex SampleError(Mipmap/Fp Error) by introduce Epsilon X Margin.

  • Optimized Meshing in Multi-threaded

  • World Support for Unity EditMode

  • Voxel Modify

  • Voxel LoD

  • WorldGen: Biome

  • WorldGen: Nodes

  • Building: Spline

  • Mobs: Sheep, Chicken, Cow

  • Vehicles: Car, Train

  • Character: Animation

  • Modding:

  • VR:

  • Multiplayer:

eldaria's People

Contributors

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Stargazers

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Watchers

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eldaria's Issues

Concurrent MeshGen & ChunkGen

多线程的 网格生成和区块生成

之前走两步就会卡半秒(等待地形和网格生成),视野大时甚至直接卡很久

之前 Ethertia C++ 的时候,是单独的线程去处理 MeshGen 和 ChunkGen。但是单个线程不够利用多核处理器。这次用小颗粒任务+线程池,可以自定义并行处理数量,甚至可以1000线程 地形生成 跑满cpu

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