-
Closes #31
-
Following up on #32
Do we need unmoveable gameZones ?
Idea comes from connection between several grounds of water, while keeping a uninterrupted journey between them (not the teleport effect).…
-
system should support textures which are rendered with fragment shaders. they can be static, generated one time during start up or constantly updated with uniform variables from rocket.
-
I've done some crude profiling on procedural terrain generation following the recipe in the documentation, _ie_
```
# Step 1:
#generate heightmap, normalmap and splatmap
# Step 2:…
-
I would like to create procedural planets using HTerrain as all the functionality is already there, except the sphere shape of the terrain.
Would it be possible to alter the generation of the curre…
-
Sub-task of https://github.com/scylladb/scylla-rust-driver/issues/961.
The new `DeserializeRow` and `DeserializeCql` traits will need to have their corresponding procedural macros implemented.
-
It would be great with a possibility to seed automatic user defined comments in some way. Fx comments like "This is a great idea" or meta comments like "I am unemployed".
We exclusively embed and d…
-
Cloud noise on Voronoi F1 basis
-
Hi
I have a very specific thing and edge-casey thing I'm trying to do with choices.
It feels like it *should* be possible and it *almost* works but not quite & I'm wondering if I'm just missing …
-
Read https://github.com/oilboi/Crafter/commit/6482ca1a7810591cfa7cccaba6ac1a3d1dd9946f and thought that finding spawn points procedurally based on world seed would be more interesting than a randomize…