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I'd rather be in outer space 🛸

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@wof-game
First steps in to the client/server section of the code and the related controllers.
Character controller is fully rpc based with authoritative server setup, currently we avoid any state synchronization on a per frame basis by sending state check rpc’s right after / before the character starts / stops moving, sins movement is target based this works out great and reduces network load by a fairly large chunk.
Here it is, first ui concept using overlay style dashboard, like steam overlay.
So here it is! Wip of Koen's terrain generator in action live on our new youtube channel! If you're interested in future of WoF you can simply follow us on twitter, that's the place where youll get all updates be it blog posts or videos!
Insu Dra:
"Scale is a question mark atm (at least to me), but at the end and half way true, I show the base world texture and try to point out the small area you see being generated. So euh ... no worries there is more space then we might actually end up using. How big would a perfect world be for you and do you want real world scale or a scale more suited for game play ... mountain and valley wise ? http://www.twitch.tv/insudra/c/3504521 The update is using a basic technique to smooth the voxels, this to get a better feel of what the procedural generation will look like. The generation has been tweak dramatically and is now using 36+ noise textures mixed and matched together. *Note: Lagg .. LOD Turned off, Culling Turned off, ... it's dev preview, mostly for us to get a idea of what the generated terrain will look like at final stages. That and recording as well ofc ..."
https://twitter.com/WoodsOfFaraway