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Logic world tour merchandise prices
Logic world tour merchandise prices













logic world tour merchandise prices
  1. #Logic world tour merchandise prices update#
  2. #Logic world tour merchandise prices code#

After that, I'll add a couple cool new building mechanics, and then Logic World's first major update will be ready for release!

logic world tour merchandise prices

Thank you to everyone who's reported a bug in 0.90 (especially Ecconia <3), I will be going through them very soon. After those are taken care of, I'll spend most of the next two weeks on bugfixing. I've got a few more small maintenance tasks on my list - none of them nearly as daunting as shader work, thankfully. I'm happy with the graphics work I've done this week.

#Logic world tour merchandise prices code#

Thumbnail lighting is independent of environment lighting, my shader is faster and more capable, and the shader code is much more organized & reusable. I'm still very new to graphics programming I'm learning quickly, but this stuff is still taking me 10x longer than it would for someone experienced. It's such a small, subtle change, but it took hours and hours of banging my head against the code to make it happen. There will be secret settings for all the variables of thumbnail lighting, in case you want to customize it :)Īlso: while I was mucking around in the shader code, I found a way to make it run a little bit faster! So that's nice. For now, the lighting otherwise emulates the 0.90 Grasslands appearance, but I'm still tweaking this. The lighting is softer, with less contrast between the sides and tops of blocks.I fixed some artifacts along the edges of thumbnail renders, most noticeably in components with pegs that go right to the edge like D-Latches and Sockets.I already did this a few months ago, but I remember it was REALLY HARD so please appreciate it anew! Thumbnail renders are now anti-aliased, so the lines are smooth instead of jaggy.If you look closely, you'll notice a few more differences in the appearance of thumbnails between 0.90 and 0.91: I also added support to the shader for rendering in non-instanced mode, so we can use it for non-instanced decorations like the clicky part of buttons and switches, and these decorations will also have consistent, custom lighting applied to them in thumbnail renders. We use this new "custom" lighting mode for thumbnail renders, and so now it doesn't matter where they're created, they always have consistent lighting. It now has two lighting modes: environment lighting and custom lighting. So, I've upgraded the shader I wrote for GPU instancing. However, for some upcoming features I plan to add for 0.91, thumbnails really ought to be generated consistently and reliably, and look identical no matter where the generation happens.

logic world tour merchandise prices

This is kind of weird, but it's not a big deal in 0.90 I'm not sure if anybody but me has even noticed it. World objects are affected by environment lighting, so thumbnails are too. This is because the thumbnail renders use exactly the same materials as are used to render objects in the world. In 0.90, thumbnails look different depending on the scene in which they are generated. This all started when I decided to address an issue with how thumbnails (the little isometric component graphics that appear in the Selection Menu and on the hotbar) are rendered. I also added a save converter to the new format so that you can use all your 0.90 saves in 0.91, and I updated the sandbox list UI to notify the user of which saves are using the old format and need to be converted.īut my biggest task this week by far was to make some major updates to the world objects shader. For example, I polished off last week's work on fixed point positions by updating the save format version: position data is now saved and loaded as fixed-point instead of floating-point, matching the new data structures that are used internally. Hello Logicians! I've had a fairly pedestrian week of development, working on miscellaneous maintenance tasks. I expect the blog will return on the 31st. More development updates soon! Not too soon, though - I'll be on holiday with my family next week, so I won't be around for a LWW.

logic world tour merchandise prices

Meanwhile, the new building mechanics I've been planning - included the much-coveted ability to save and load subassemblies - will be coming in update 0.92 a few months later. 0.91 will contain performance enhancements, a whole lot of bugfixes & stability improvements, and a few smallish features like the simulation controls. I'm aiming to publish 0.91 around the end of September, with a public preview sometime before that. This week I made a decision I'd like to share with you: we'll be reducing the scope of update 0.91 in order to get it out to you faster. Can somebody remind me why I decided to make this game multiplayer? My current task is sorting out the various networking issues with the game. I haven't been able to work on Logic World much this week, but in the time I've been able to carve out for it I've been plugging away at bugfixes and stability improvements.















Logic world tour merchandise prices