three-landscape
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React-three-fiber compatible abstractions that make it easier to render high quality landscapes scenes
This would help reduce texture stretching on part of the terrain with extreme hight differentials
Will these work? Since the material extends from mesh standard material Looks like it doesnt have any effect
Would be cool if you could provide arbitrary material shaders to be associated with each splat channel instead of predefined textures.
Component for scattering objects like rocks or trees on the terrain based on a weighted texture
using a BTree + based longest edge subdivision would allow for dynamically controlling mesh density either by distance from camera or some other criteria while avoiding gaps caused by T-junctions...
Would be nice if there were examples or helpful components for adding collision detection and or generating a navmesh for ai agents
Grass or rocks should be displaceable to add additional details. Doing to performantly is dependent on [adaptive mesh density.](https://github.com/nwpointer/three-landscape/issues/12) alternatively instead of actually displacing the objects, use parallax occlusion.
useful for simulating the curvature of the earth.
helper to tile a terrain sector in an grid, using mirroring to avoid sharp edged between sectors. usefull for faking infinite terrain in self similar environments (mountains, sand dunes etc)