Anne Kitsune
Anne Kitsune
@kabergstrom that's the alternative solution of adding a Dimensions component. What you are proposing involves the same drawbacks as my proposition, but without the advantages.
@kabergstrom @Frizi @omni-viral Feature status: Transform2D: Delayed/Possibly cancelled ScreenSpace: Planned/Blocker as high priority in Ui team Overflow: Planned/Blocker as High priority in Ui team MaterialPbm: Delegated to Rendering team and...
We would split systems in smaller parts and "link" them together using event chains. The goal is to avoid having big monolithic ecs systems and to move towards small systems...
I don't have the required experience to really give opinions on this, but thanks for the information! :) :+1:
I'm more worried about mobile and web compatibility honestly. I don't think we would have that many issues supporting only vulkan if we planned on supporting desktops only.
New constraints that have arised following discussions: * Users should be able to call the renderer manually from a system or state. * Automatic should be made using the data...
For a simple one, its just a grid of triangles with a generated texture
Water->Not actually related to terrain, most game implements this by adding water "boxes" around and through the terrain's ground. Grass->Considered "foliage" (#654 ) Instanced objects-> Foliage (#654 ) Fog +...
Well, since it can have multiple heights per xz position (a cave, for example), we can't really call it a heightmap?
I actually didn't think much about how caves would be done. I know that not having them is a massive limitation of most engines. It requires devs to makes holes...