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P0-B4: Part 1204: Ground Cover Exclusion System

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

After a lot of work, I have managed to get the ground cover system working.

I have rewritten the point and plane projection code to use non-unity methods, which should, first of all make it faster, and second of all, it will allow me to use this code from another thread.

I am using a variety of techniques and improvements, but the main one is async/await. I have never used this technique before (Although I have used other multithreading techniques) but async/await should be massively useful for my project in the future.

It differs from other multithreading solutions in its ability to return data from it’s task, which greatly simplifies its usage.

I also changed my logic for the ground cover system once again, and, due to a combination of solutions working together, I was able to get very good results even in highly-dense parts of the world.

This is fortunate, because the only other solution that I could come up with was to dynamically decrease the resolution of the generated textures when the user approached settlements, and increase the resolution again when they left. This worked, but was not optimal.

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