After previous vid showcasing issue with non-thread-safe const array read, this is one with static var and some more tweaking.
Chunk generation is indeed slow, almost looks like even main thread is lagging but trust me it isn't. I'm panning cam around just to prove it!
...Altho ultimately will need to update chunk update trigger method to reduce amount of chunk update requests. (currently based on cursor position change threshold)
As explained previously algorithm for determining which chunk to update is O(1). But chunk regen itself take a bit of time, thinking of using compute shader for vertex position generation at least, as gpu can't use surface tool.
Texture is still that old good test patterns I've been using, just color flattened.
Density function is making sure that starting area(center) has a sufficient sized crater.
That glowing pulsing Cursor is actually a shader written for physics-based space combat game (named it project rv myself - standing for relative velocity) as a shield effect, but I couldn't find way to make realistic 6 DOF control fun and intuitive for players so it's in stall rn.
---
BGM: Nigel Stanford, Solar Echoes track 5 "Sea Of Tranquility"
Bought album for myself. You totally should go and buy one! Sounds god darn amazing.
15 сен 2024