OvermindDL1
OvermindDL1
I'm for legion being chosen as well, however it still sorely needs grouping support like other 'batched' ECS's as well. Sometimes components change rapidly so they should be in a...
> Vulkan support is progressing and there are lots of systems that now support it, but then again, there are also lots of systems that do not support it. (not...
Don't forget, not just hightmap terrains but also voxels of many forms, different splatting styles, chunk based or not, generative (infinite) or not, LODs (important to consider with generative LODs)...
So should this be renamed to hightmaps then as it's not generic terrain? Don't forget that hightmaps have non terrain usefulness as well. As for just hightmap rendering, I've generally...
There could of course be more modern rendering styles, the above is just how I made mine many many years ago all in textures with a single flat mesh passed...
How are those planned to work, multiple layers of heightmaps alternating flipped to allow for multiple internal layers so things like caves are done, or planning for sections to become...
Custom meshes aren't bad though, they can look fantastic if done right. Layered heightmaps work fine but look downright funky at times because the map itself can't angle properly without...
Holes could easily be done by a single bit per image or via an invisible splat layer. I've only ever used custom meshes on holes or layered heightmaps, I don't...
Otherwise I'd just say support holes, they support whatever is needed regardless anyway.
Voxel is blocky depending on the renderer. It can render as blocks, marching cubes, smooth splines, all sorts of things. And they are not worse in performance, they are actually...