PR to move Landscape generation into the master for MVP 1 (Also contains a version of Rad's Camera which allows panning and zoom) Resolves #1
Landscape generation works by taking the height data from a grayscale png and generating a land mesh (generation of mesh is part of the land mod).
Currently only creates one "tile" of land. I plan to implement it in the future to create/stream them based on camera(s?) position, maybe with LOD considerations for land meshes that are farther from the camera?
Known Issues:
Default Bevy render pipeline limits verteex indices to Uint16s, so meshes can have a maximum of 65k vertexes. This functionally limits height map tiles to 256 x 256
Does not recalculate normals in any way shape or form.
PR to move Landscape generation into the master for MVP 1 (Also contains a version of Rad's Camera which allows panning and zoom) Resolves #1
Landscape generation works by taking the height data from a grayscale png and generating a land mesh (generation of mesh is part of the land mod).
Currently only creates one "tile" of land. I plan to implement it in the future to create/stream them based on camera(s?) position, maybe with LOD considerations for land meshes that are farther from the camera?
Known Issues:
Default Bevy render pipeline limits verteex indices to Uint16s, so meshes can have a maximum of 65k vertexes. This functionally limits height map tiles to 256 x 256
Does not recalculate normals in any way shape or form.