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This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. Let’s assume we do it for each vertex on a mesh with let’s say 10’000 vertices. Asset placement - depending on mesh height vertices.
2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release.
Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. Fixed bug with import plugin script exceeding 500KB. Fixed an issue where the main light source still acted on the terrain after baking.
2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release.
As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. My personal solution was to program my own shape generator, based on values from the terrain generator. Designing the game world's creatures. Shape generation tool. Concept art.
Bug fixing. Technical details: Heightmaps are very similar to triangle meshes in term of collision detection. The difference is that heightmaps use an alternative first step to find which triangles to collide with, and then can use the same algorithm that triangle meshes use to generate contacts. We're almost there!
release, we decided to take the chance to look at our long list of features and bug fixes that could not be implemented because it involved breaking compatibility. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps.
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