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P0-A10: Part 896: Debugging, Improvements

by on May.16, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

I have been doing quite a lot of debugging and testing, and so far, the project seems to be holding up well.

There were some issues with the vegetation system, and with the day/night system, on procedurally generated earth like planets, but these have been fixed now.

There was also an issue with the framerate dropping when dense forests were being created.

This is fixed, but there is an issue with the larger structures, like cities being created on terrain that is too steep, causing the terrain to protrude through into the city buildings themselves.

In addition, the Level of Detail and ground cover placement systems don’t scale properly with the terrain density. On some planets forests are far too dense, causing FPS issues (The collision system doesn’t allow ground cover objects to be created too close to each other, so if the density is too high the collision system will have many more collisions to deal with, slowing the system down), while on other planets, the terrain is far too sparse.

I will need to look at these issues at some point.

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