You may need to experiment with the value of Time.captureFramerate to allow ample recording time without unduly complicating the task of the test player. By default, the simulation will only advance (the 'speed' of the simulation) when it can do so safely, without making too many errors and breaking the system. Der Download ist zum Beispiel über Steam, GOG, den Humble Store und auf der Website des Herstellers verfügbar. my settings on 3080 card with HDR Monitor 32'. Universe Sandbox - Universe Sandbox is a realistic physics-based space simulator that allows you to create, destroy, and interact on an unimaginable scale.It merges real-time gravity, climate, collision, and material interactions to reveal the beauty of our universe and the fragility of our planet. Auf welchen Plattformen ist Universe Sandbox 2 verfügbar Universe Sandbox wird für Windows, Linux und Mac OS angeboten. I am hoping in this one theres an option to speed time up, but maybe also provide some sort of threshold based on the system running it, up to which the simulation runs accurately. Capture the screenshot to the specified file.Īlthough the video recorded using this technique typically looks very good, the game can be hard to play when slowed-down drastically. turn off v-sink make 'fps.' make driver control frames rates. I know in the first one, as time was sped up, the simulation basically broke down. Density to compute an object’s mass and radius and determine where materials are within a planet (for example, iron is the densest so it’s at the core). Public class ExampleScript : MonoBehaviour shot.png", folder, ameCount ) Universe Sandbox’s current composition system uses four materials (iron, silicate, water, and hydrogen) each with a set of physical properties including. According to Kokoa Standard evaluation, Universe Sandbox 2 represents high educational quality and is proven to promote learning efficiently. It might seem at first that you could just shift the object by a fixed distance each frame: //C# script example An important thing to remember when handling time-based actions like this is that the game’s framerate is not constant and neither is the length of time between Update function calls.Īs an example of this, consider the task of moving an object forward gradually, one frame at a time. For example, you might move a character when the “forward” key is pressed. It might be interesting to see this in the simulation at some point. We know that our planet has a wobble that brings in a new seasons. The Update function allows you to monitor inputs and other events regularly from a script and take appropriate action. Something that hasnt been included yet in the game is the wobble or oscilation of objects.
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