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P0-B4: Part 1202: Ground Cover Exclusion System

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

I am still working on the ground cover system.

I had a solution working, however it was much too slow (I was getting the exact world space position of every UV coordinate on the terrain, using the terrains own function for this purpose, however this function was never meant to be called in a loop like this).

Even with extensive refactoring and improvements (changing from setpixel to setpixels, etc) this function was still too slow, so I either need to work on multithreading, or find another solution that is faster.

I can also reduce the resolution of the actual ground cover exclusion textures, but this is not ideal, since it means that smaller objects can easily get lost in the ground cover.

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