Playing with clouds based on meshes and using Unity post-process blurring using the Command Buffer. These clouds are a faster alternative to raymarching – which step into a voxel space for every pixel.
The screenshot on the right shows a windmap rendered over a terrain. This was made by taking the prevailing wind direction and calculating the cross-product with the normal of the terrain to simulate wind rising and falling over gradients. The wind is scaled on the leeward (often sheltered side of the slope) whereas the windward side will provide a strong updraft.
Unity’s Texture2D is a great place to load and save this data as it allows easy access, fast load and save, and can be easily visualised. In addition the Texture2D can be manipulated with image processing such as a convolution filter. A gaussian blur with 5 x 5 kernel smooths the wind providing a more realistic airflow over terrain.
The current version of Mugi Sim was written using OpenVR .The screenshot shows the menu with world-space canvas and buttons in Virtual Reality (VR).
You can point at the buttons with the VR controllers as well as use a joystick. Once the bounding boxes of the buttons are entered, you can use the select button or pull the trigger to move through the menus. I prefer this style to the menus where you have to walk toward and either “grab” or “punch” the buttons.
It has been great to rewrite the game in Unity. As well as providing the basis for a proper VR user interface, it is easy to program the Mugi to be controlled from first person by attaching a camera to the plane.