Lightning
Created Lightning Gun effect (Uses LineRenderer, very slow) Created GPU Lightning renderer (very fast, still needs integration)
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100 changed files with 7105 additions and 13 deletions
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@ -78,6 +78,7 @@ public class Reactor : IBehavior, IOrderedBehavior
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int chargedCapacitors = 0;
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do
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{
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chargedCapacitors = 0;
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var chargeToRemove = -Entity.Energy;
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foreach (var cap in _capacitors)
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{
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@ -81,6 +81,14 @@ public class GalaxyMapLayerData : DatabaseEntry, INamedEntry
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public static class NoiseFbm
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{
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public static float3 fBm3(float2 p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
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{
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return float3(
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fBm(p, octaves, frequency, offset, amplitude, lacunarity, gain),
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fBm(p+10, octaves, frequency, offset, amplitude, lacunarity, gain),
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fBm(p+20, octaves, frequency, offset, amplitude, lacunarity, gain));
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}
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public static float fBm(float2 p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
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{
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float freq = frequency, amp = .5f;
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@ -93,4 +101,25 @@ public static class NoiseFbm
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}
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return (sum + offset)*amplitude;
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}
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}
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public static float3 fBm3(float p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
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{
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return float3(
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fBm(p, octaves, frequency, offset, amplitude, lacunarity, gain),
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fBm(p+10, octaves, frequency, offset, amplitude, lacunarity, gain),
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fBm(p+20, octaves, frequency, offset, amplitude, lacunarity, gain));
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}
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public static float fBm(float p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
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{
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float freq = frequency, amp = .5f;
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float sum = 0;
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for(int i = 0; i < octaves; i++)
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{
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sum += Noise1D.noise(p * freq) * amp;
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freq *= lacunarity;
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amp *= gain;
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}
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return (sum + offset)*amplitude;
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}
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}
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