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Generating tiled terrain with simplex noise and modifiers

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Terrain Deformation with Splines & Shapes in Bevy.

This uses a spline to flatten terrain (as one would with a road). The terrain heightmap is updated every 500ms.

TODO

  • Textures Typical terrain texturing where we have a Vec4 where each channel represents a texture's strength.

    • From modifiers & heights. Write to it using modifiers, i.e a spline modifier can apply a road texture. Probably want to be able to do some falloff & noise at the edges.
  • Take into account the next tile for normals at the edge. We get weird edges right now because the smooth normals only account for what exists on the tile.

  • Dirty Terrain Tiles map. Like in OxiNav, append a tile id when it is dirtied (by a shape or otherwise) & heights need to be updated.

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Generating tiled terrain with simplex noise and modifiers

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  • Rust 100.0%