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Description
Should terrains be made in an external tool?
Should it be limited to a single plane per xz position?
How do we manage texture merging between different heights?
Planned features:
MAIN
- Mesh generation
- Get height(s) for xz position
- Mesh collider
- Texturing
- Texture merging with different heights (splatting) + modes / heightmap
- Noise generators support (external crates)
SECONDARY
- Foliage support
- Cave support
- Procedural infinite generation algorithm support
- Voxel vs Plane
- Chunk based for infinite generated
- 3D plane & voxel, 2D voxel
- Mesh optimisation
- LOD Support
This description will be modified after discussion.
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