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Question by Filippopotamus · Feb 13, 2013 at 01:29 AM · shadermeshworlddistortionwarp

Simulating horizon curvature

I am making a game where the character is running around and the world is being created procedurally. I want to add a curvature to the ground where it gives the impression that the world is spherical and not flat while you look at the horizon. What would be best way to do that? Some sort of distortion shader? Using mesh modifiers like Mega-Fiers (I did talk to the developer and Mega-Fiers and he said it might be too expensive to warp the visible scene on mobile)? Any other clever solution? Thanks in advance for your answer(s).

Cheers!

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avatar image moob · Feb 16, 2014 at 09:20 AM 0
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I want to achieve the same thing. I started out with an actual spherical world but i fear this may be too complicated for me in terms of the custom physics required. Perhaps it is possible to have a flat world but a fish-eye camera? How did you solve the issue? or are you still awaiting suggestions?

avatar image Filippopotamus · Feb 16, 2014 at 04:18 PM 0
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Unfortunately I had to stop the project before I reached any solution. If you come up with one, please update this question so we can all learn from it. :). Good luck pal! :)

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Answer by tanoshimi · Feb 16, 2014 at 04:26 PM

One approach is to do this using vertex modification in the shader. I wrote a blog post demonstrating this a few months back: http://alastaira.wordpress.com/2013/10/25/animal-crossing-curved-world-shader/

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