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P0-A3: Part 532: World Builder

by on Mar.17, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The next part of the project that I am working on is an improvement to the ground cover placement system.

I am trying to find a good algorithm to place ground cover objects, like trees, etc, in a realistic way. Poisson Disc Sampling works quite well, but it doesn’t support multiple radii, IE, every object would need to be placed a similar distance apart, which is too limiting.

I am continuing to research additional options for scattering ground cover.

I also want to add a much better solution for placing the objects on the terrain. Currently, I am using raycasting to find the terrain height, but this is slow. I need to improve this by using a programmatic way to getting the terrain height.





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