Revisiting Procedural Vegetation Integration & Adding Masking
This week I had to revisit the procedural vegetation integration with the procedural terrain due to a limitation I found out when trying to implement masking for the vegetation. Masking allows vegetation to be different or removed in certain areas such as where roads are generated. With the previous implementation masking was not properly possible. I’ve spent the first half of the week testing and trying to find a new way of integrating the procedural vegetation. After a lot of failure I did finally find a suitable solution, which to my surprise also performs better than the previous version. Spending those hours was well worth it after all and masking now works properly too. With half the week gone I decided to do mostly small tasks for the remaining days such optimizing the mask generation for the roads, fixing some bugs and doing more performance improvements for the procedural systems of the previous weeks. Next week I will invest the time to go over all those systems in detail and refactor them since I now know their exact implementations. This will improve their performance and stability even further and will allow me to move to the next step in the week after (if I can finish everything for it in a week) which will be adding back the house spawner.
Notable tasks this week:
Reworked procedural vegetation integration
Lots of small improvements, bug fixes and other optimizations
Implemented automatic road vegetation masking
Wishlist on Steam
Join the Discord
That’s all I got this week. I hope you are all doing well.
Stay safe out there and I’ll see you next week.
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