it looks great but why did the game in both studio and roblox broke tho?
So, it seems that a recent major update to both the Editable Mesh and Image has broken everything, not surprised since it was (and still is) a beta feature.
Iām going to be gradually fixing it, hopefully youāll also see improvements in performance, or at least Iām hoping so. Looking at the new API, it seems that itās a lot more verbose. Iāve already got the movement and color of the vertices back in a working state and Iāll be gradually fixing the other features.
Everything is now in a working state!
This whole new API change felt really rushed and unstable, the previous version was much more reliable and better to work with. Iāve had to hard code certain things such as the image resolution, because theyāve decided to remove the Resize() function and not create an alternative (yet). Iāve also decided to hard code stuff like the VertexID, NormalID and ColorID, so that may break in the future, so Iāve already prepared a non hard coded version. Honestly I slightly hope that thereās a new API update, not because Iām some sort of masochist who wants to rewrite it again, but because this new API is utterly garbage. Itās unnecessarily complex and verbose, while missing past features and being more unstable than before. While containing even more bugs than the past version, obscure bugs such as the mesh not rendering if all the vertices are on the same Y level, texture content not changing if you use CreateEditableImageAsync instead of CreateEditableImage, color values went from 0-1 to 0-255 for some reason.
Iām unsure of the performance improvements, mainly because Iām using a VM, but from the performance Iāve seen it seems to be better than before.
its not working any more do you know why
I just tried it and it seems to be working fine for me. Although, I did also fix an issue with WaitForChild returning an infinite yield, so if that was the issue itās fixed now.
If this didnāt fix it then could you copy the errors from your output and any steps to reproduce it?
its still not working do you know why
Thank you, been wanting to test it out. I was talking to DevVexus about it and if we do a bunch of optimization(Lerping, etc) methods we could get it at a stable rate mabye even for a game.
I believe this is your issue, accounting the fact that IcyMonstrosity doesnāt have the issue and you do.
If it is, I havenāt found a solution.
Iām not aware of any ways to give you permission to use the image, no clear way to do it through the development items menu at least. Best I can do is give yāall the image and then have you import it yourself and modify the floor texture variable.
PS: image is 96x96, because Roblox cannot implement a full API update and didnāt include a lot of features for EditableImages, including the resize function
How did you get the caustics to cast onto parts on the sea floor? i.e how did you get the caustics texture to appear on top of parts on the floor
The caustics themselves sadly donāt adapt to other parts, they only work on the floor texture. Iāve thought of adding that in, and maybe even casting shadows but the performance costs would just be through the roof.
If youāre curious on how I change the texture then I just simply cache the texture buffer and write the RGBA depending on the dot product of the normal and sun. (with an offset)
YOOOO!!
Roblox just published an update making In-Experience Mesh & Editable API available in live experiences!
Now you can fully check out the experience yourself without any tinkering
Iāve also witnessed it being quite unstable, working for some people while not for others. Confirmed that itās an issue with mobile
DAMN
Hey man, i was wondering, when reading through your code (at the moment im experimenting with editable meshes myself), I have 2 questions, one,
how did you come up with those numbers that are applied to the vertexID inorder to find the relating id, eg the color id or normal id,
and question 2, would finding this out fix my current problem with my flipbook-based fft ocean
problem:
For some reason each of the IDs (Vertex, Triangle, Normals) have different starting positions, I got this number just by subtracting that offset. Thereās also a version without the hard coded values which has to index a table each time it wants to get the relevant ID. This was primarily a slight performance decision, itās a lot better to just add N rather than indexing a table with N.
Potentially? Iām unsure of the cause of the issue you have but the UV coordinate of the vertices might be the issues. I donāt actually use UV coordinates here, since the color is based on the vertex.
How do you mean, āsubtractingā the offset, wouldnt that number just be a vector2? or are you talking different positions in the array?,
the reason i say this, is because :setfaceuvās constantly gives the error āinvalid idā even after finding the offset/using your example.
Iām talking about the ID, which is an integer, you can just do this by keeping count of the number of UV IDs and then subtract the ID that returns from :SetFaceUVs with that number, giving you a constant number.
The problem youāre facing is probably because of an incorrect vertex ID. You can compare it with my implementation if the values arenāt the same:
for X = 1, FOURIER_SIZE-2 do
for Y = 1, FOURIER_SIZE-2 do
local Vertex1 = X * FOURIER_SIZE + Y
local Vertex2 = Vertex1 + 1
local Vertex3 = (X + 1) * FOURIER_SIZE + Y
local Vertex4 = Vertex3 + 1
local Face = OCEAN_MESH:AddTriangle(4294967296+Vertex1, 4294967296+Vertex2, 4294967296+Vertex3)
OCEAN_MESH:SetFaceColors(Face, {12884901888+Vertex1, 12884901888+Vertex2, 12884901888+Vertex3})
OCEAN_MESH:SetFaceNormals(Face, {8589934592+Vertex1, 8589934592+Vertex2, 8589934592+Vertex3})
local Face = OCEAN_MESH:AddTriangle(4294967296+Vertex2, 4294967296+Vertex4, 4294967296+Vertex3)
OCEAN_MESH:SetFaceColors(Face, {12884901888+Vertex2, 12884901888+Vertex4, 12884901888+Vertex3})
OCEAN_MESH:SetFaceNormals(Face, {8589934592+Vertex2, 8589934592+Vertex4, 8589934592+Vertex3})
end
end
Is this still in continuation? or have we quit on getting FFT oceans on Roblox?
im hoping for its revival for sureā¦