It’s a million dollar question, isn’t it. I’d think you’ll need to consider having baked textures as an option.
What engine are you using? That makes a big difference.
I will, thanks!
Yes, this is a Bulgarian instance, you’ll notice it’s quite small. That’s because it’s pretty young and people like you haven’t seen it yet. :) We have a few reddit refugees on board. Beyond Bulgarian-language discussions, we also host some regional ones, like the one in this thread or !blacksea@feddit.bg. So you’re welcome to join, as usual.
As for reasons behind Bulgarian hacker/pirate culture, history has lots to explain. Quite a bit written about it, but I’m a fan of the Guardian.
PS: Lemmy federation is a pain, I still cannot respond to your more recent comments.
While on that thought: is it really Underground if it includes the Overground?
I’ll live with being weird.
Right now Turkey is the military dominating the Black Sea. The only actual risk for them is if the sea gets demilitarised. They certainly don’t want this.
He declares things like this for ages, yet he informally controls the chief prosecutor’s office (and with this practically the entire legal system) in the country and as a consequence nobody moves a finger. This is not something that any politician on the continent doesn’t know. It is a deliberate and well-informed act. https://www.politico.eu/article/bulgaria-how-it-became-mafia-state-of-eu/ Watch this space, but so far no actual signs.
I don’t know it, but if it supports transparent textures, you could try something like this: https://animium.com/2008/08/lowpoly-trees. The basic idea (not exactly what’s in the link) is that each branch is a texture on a plane facing your camera - clearly works only if camera angle doesn’t change. Depending on engine performance and distance from objects, you could simplify down to having 3-4 layers per tree. I’d call this something along the lines of “lowpoly parallax trees”. I’ve seen it working very neatly in a top-down third-person demo of Blender Game Engine a while ago.
A neat way of producing these could be getting a hipoly model of a tree and culling sliced renders of its branches.
Of course, if you don’t have things behind the tree, or the tree moving, you don’t need parallax at all and could bake the whole tree on a small surface.
A lot of decisions depend on the exact affordances of the game.