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@ -50,7 +50,6 @@ function M.init()
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local node_update_queue = buildat.SpatialUpdateQueue()
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local function queue_initial_node_update(node)
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-- TODO: node:GetWorldPosition() is not at center of node
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node_update_queue:put(node:GetWorldPosition(),
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INITIAL_GEOMETRY_NEAR_WEIGHT, camera_far_clip * 1.2,
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nil, nil, {
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@ -58,7 +57,6 @@ function M.init()
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current_lod = 0,
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node_id = node:GetID(),
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})
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-- TODO: node:GetWorldPosition() is not at center of node
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node_update_queue:put(node:GetWorldPosition(),
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INITIAL_PHYSICS_NEAR_WEIGHT, PHYSICS_DISTANCE, nil, nil, {
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type = "physics",
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@ -99,7 +97,6 @@ function M.init()
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local data = node:GetVar("buildat_voxel_data"):GetBuffer()
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--local registry_name = node:GetVar("buildat_voxel_registry_name"):GetBuffer()
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-- TODO: node:GetWorldPosition() is not at center of node
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local node_p = node:GetWorldPosition()
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local d = (node_p - camera_p):Length()
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local lod_fraction = d / LOD_DISTANCE
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@ -54,3 +54,6 @@ Buildat TODO
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woxelworld:update and ThreadPool::run_post() will not be run on the same frame
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- Pre (lod) geometry can take up to 2500us, and post can take 7200us, which
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means this will have a visible effect.
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- Multiple replicated scens and voxelworlds, with threading, for servers with a
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lobby and multiple worlds
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- Don't emit all world generation events at once
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