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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:…
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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…
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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…
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Cloud noise on Voronoi F1 basis
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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 …
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### Describe the bug
If you use an optional (child) renderfragment in an optional (parent) renderfragment you get an compiler error (RZ9996).
### To Reproduce
https://blazorfiddle.com/s/rsf4nyc8
…
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Hey all! Liking this alpha already.
I feel the plugin would benefit from a way to filter the inputs according to some rules.
The "Bound Selector" is something along this vein, but I often find m…
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# Procedurally Rendered NFTs
## Proposal
To enable NFTs with on-chain procedurally-generated assets, renderers should support rendering inlined `data:...` tokenURI output.
## Background
[E…
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Currently, the AI is very procedural: if X is true, then do Y, etc. It does an okay job at optimizing _for_ itself, but doesn't attempt to play _against_ other players. This lets other players run awa…