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P0-A5: Part 621: Ground Cover Updates

by on Sep.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

Randomisation of the ground cover now works great.

I can randomly generate grass based on a seed, with everything from grass colour to textures and size/width being generated for each grass type.

The height-based density system is also still working, where different heights on the planet surface will have different grass types, ranging from beaches, to grasslands, and into mountains and uplands.

I have also tied the “wind speed” value of the grass system into the weather system in my project, so that as the wind changes (due different weather types, such as storms, etc) the grass will react to that and move at a different speed depending on the weather.

So it will gently sway on a clear day, and move violently during a storm, for example.

The next goal is to properly test this system on randomly generated planets under different conditions.




















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