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As you remember from terrain updating issue #9 we need to improve terrain generation. And there is one post similar to http://threejs.org/examples/#webgl_lod how we can improve fps while rendering lar…
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Hi,
I have try your lib:
https://github.com/alphaonex86/CatchChallenger/tree/20e0af50e4c60611bea6dab2c2c02db4759feed8/tools/map-procedural-generation-terrain
1) it's buggy, the polygon is deforme…
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After traveling around 10K blocks the terrain generation stopped and cut off into a void. stepping into the void made you free fall. no blocks are ghosting in the chunks that aren't generated. I waite…
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Is it possible to use this plugin for runtime procedural terrain generation?
Is there some eechanism for me to use runtime-generated height data and other data to build terrain using this plugin? I…
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I'm learning about GPU compute and thinking how it would tie into the godot_voxel module.
So for terrain generation, using compute would be purely user side, correct? Because user of the module ge…
menip updated
3 years ago
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Currently every robot that looks `down` is shown as `Ω`, which is confusing and hard to see.
We could fix this by simply changing the default char for robots (say `x`), but I propose a bolder solut…
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# Description
Expanding on the map design by adding additional tile types and adding random map generation. Maps will generate based on a theme which consists of a set of tiles. Each theme will con…
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I'm using Nullscape and Enderscape for end terrain generation (and also the enderite mod). I noticed pretty much all of the purpielle structures generate near the void:
![2023-04-13_22 04 25](https…
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@TiberiumPY
Things like render time and terrain generation speed.
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**Problem**
Currently, tens of thousands CompletableFutures are being created during terrain generation. Terrain generation is split up into several stages (i.e. terrain, lighting, features, ...) Whe…