To Early Access Release:
- Attractor – Load Rotations
- Compute Shader – Lock Down
- 2 Geometry Shaders
- Save Viewer Transform
- Presets
- Background Music Selection
- Lobby
- Transition to VU – Camera Plate Transition
- Intro
- Preset Panel – Differentiate between – Free and Paid
- Detail – Hone – Review
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- Performance Analysis – Profiling
- Group of Early Access Testers
- Bug Tracking
- The.Vu Website – Could be on Argos.VU root – Move Dev – Site
- Usage Documentation
if(app_mode == 0) //Platonics Mode MONAD { velDeref = particles[index].velocity; att_Dir = normalize(att_0 - particles[index].position); att_Perp = normalize(cross(att_Dir, att_0_axis)); att_Dist = distance(att_0, particles[index].position); att_A = att_0 + att_0_split_dist*att_Perp; att_B = att_0 - att_0_split_dist*att_Perp; att_A_Dir = normalize(att_A - particles[index].position); att_B_Dir = normalize(att_B - particles[index].position); //Radial coeff = targetStrength * att_0_radial_amount * att_0_strength; velDeref += 0.5 * coeff * att_A_Dir * deltaTime / att_Dist; velDeref += 0.5 * coeff * att_B_Dir * deltaTime / att_Dist; Step_incline = 1; if(att_Dist > att_0_inner_Radius && att_Dist < att_0_outer_Radius) { float L = att_0_outer_Radius - att_0_inner_Radius; float pos = att_Dist - att_0_inner_Radius; Step_incline = (L-pos)/L; Step_incline = Step_incline * Step_incline * (3.0 - 2.0 * Step_incline);//Smooth Step } else if(att_Dist > att_0_outer_Radius) { Step_incline = 0; } //Linear velDeref += Step_incline * targetStrength * att_0_linear_amount * att_0_strength * att_0_axis * deltaTime; //Tangential tang = Step_incline * targetStrength * att_0_tangential_amount * att_0_strength * att_Perp * deltaTime * att_Dist; float tangMag = length(tang); velDeref += tang; //Centripetal velDeref += tangMag * att_0_axis * att_0_centripetal_amount;