P0-B4: Part 1204: Ground Cover Exclusion System
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 […]
P0-B4: Part 1203: Ground Cover Exclusion System
I replaced the build in terrain function with another solution, which projects a point onto a plane. I could use this to get all of the needed points onto the same plane, so that I could get the distance between them. I could then use this distance to determine which pixels should contain ground cover, […]
P0-B4: Part 1202: Ground Cover Exclusion System
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 […]
P0-B4: Part 1201: Ground Cover Exclusion System
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, […]
P0-B4: Part 1200: Ground Cover Exclusion System
The main goal for this week is to improve the grass exclusion system. I need to be able to extend the range of the system, as well as exclude objects from across terrain chunk boundaries (so, if an object is on one chunk, but it’s radius extends onto another chunk, the grass exclusion system should […]
P0-B4: Part 1199: Debugging, Improvements
In addition to improving the grass exclusion system slightly, I have also mostly finished the road system. I still need to do a little more testing, but the rotation and collision, as well as the road mesh generation itself, works at all orientations, and can be paged in/out properly, etc. Currently, the road system only […]
P0-B4: Part 1198: Debugging, Improvements
Multipe roads now work, and I have also fixed a few other minor issues with the road generation system, as well as some issues with the UV’s, etc. There are some issues with the rotation, which still need to be fixed. I have also improved the algorithm that determines the start and end point for […]
P0-B4: Part 1197: Debugging, Improvements
Fixing the collision and rendering issues took some time, but these have now been mostly fixed. I have added random curves and bends to the terrain, to make them look more natural, and I have tested the paging system to make sure that the roads can page in and out properly as the player moves […]
