//=time() ?>
there we go! i added a larger static chunk of geometry on a second VAO.
without optimization, my browser slows down at about 2 million polygons, which isn't bad considering my budget for this next project, for stylistic reasons, should be much lower than that.
some soft, worn down stones and boulders for the polymorphic stone algorithm, plus applications in two terrain algorithms.
a relative has the same underlying math, but which doesn't attenuate the channels at all
there is another thing i can do to save some samples. rays start marching directly under the camera. when they enter the screen depends on obstructions, also camera pitch. most of the time, that means they're projecting points which are offscreen, which can be skipped.
i can't wait to have nice rocky moons placed around planets with more opaque skies- it's so nice seeing them through atmospheric haze when they're low in the sky like this
i realized the flattening is not actually something i can move the distortion /against/ - it is caused by the distortion magnitude being at its highest! but the rock shapes are good. i'm going to put in a hacky floor and then tune such that the spires are more corrugated.
i'm hoping to have the rudiments of planet to planet flight working in the next few hours
walking along on a cratered moon, laughing at a weird bug i found for the first time. what's /that/?
working on materials for stars. i think i want them to be more blown out than this, and have a huge glow over them, but this kind of swirling noise seems like it'll be a nice basis.
i'm experimenting with how much information is available. noctis iv takes an interesting clinical approach- you get your longitude + latitude, temperature, even heart rate, etc. etc.
i'm considering making it so the data you get is more rooted in the subjective.