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P0-B4: Part 1201: Ground Cover Exclusion System

by on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum

The basic structure of the new ground cover exclusion system basically works, I can search for all terrain chunks close to the player (not just the one that the player is currently on) and exclude all grass objects on those chunks.

I had some issues with instancing, and paging in and out the terrain chunks, etc, but this works fine.

I also made several improvements to the way that the system paints the terrain, making it much more efficient.

The next major problem is the terrain boundaries.

In order to paint ground cover exclusion data across terrain boundaries, I need to convert the world space position of the object being excluded, and the local space position of the texture coordinates, into the same space, and this is proving difficult.

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