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lev258
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user DC Maybe you misunderstood me. I meant the terrain editor you showed us in the blog. Actually, there is a free game recently started which I also follow, and it would be nice to have something like a basic terrain-environment (map) editor that can be part of the game. Don't get me wrong, this game has nothing to do with the theme "stranded" and I just want to know more about using Unity for this purpose as anyone can contribute to that game.

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Starkkz
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@user Assassin moder: that wouldn't be the best idea, Lua does not run at the same speed C# does, you wouldn't be able to complete the necessary tasks. However, I think that we'll be able to have the effects from Unity and control them through Lua.

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Starkkz
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@user DannyDeth: Oh wait, I didn't know that. So there are languages that are especially made to run on the CPU, while there are others that run on the GPU? I'm a bit confused, do they run in separate threads?

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lev258
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So my question is still the same. Can you link some tutorials or give some tips about making a map editor for a Unity game, similar to your own (height editing, terrain painting, texture editing, creating lake, lava, placing objects)? I really don't want to bother you as you have your own work, but you know your way in Unity. Development blog from http://www.unrealsoftware.de/forum_posts.php?post=330941&start=0#post338454 onwards.
edited 1×, last 18.05.14 03:17:52 pm

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Flacko
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user Starkkz has written
@user DannyDeth: Oh wait, I didn't know that. So there are languages that are especially made to run on the CPU, while there are others that run on the GPU? I'm a bit confused, do they run in separate threads?

Yes and yes.

In GLSL there are two types of shaders: vertex and fragment. The first type is called for every vertex you draw and transforms them (translation, rotation, scaling). The fragment shaders will transform every 'face' you draw (color, texture, etc). All these things are done entirely in the gpu. The CPU just tells what shader program to use and what vertices to draw.

Since both of these shaders are text files compiled at run-time, it could be possible for the user to edit them (if unity allows such thing, ofc) to create custom shaders for new objects.
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