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Terrain is gonna be an interesting topic for Prowl.
We want Voxel support however regular voxels can be quite expensive, and we also want regular Quadtree terrain for maximum performance.
The idea I'm thinking of now is a Regular quadtree terrain, But with a VoxelSystem that can complement it.
Kinda like Digger PRO for unity, but that can also work independently.
So Essentially two Independent systems but that can work seamlessly together.
Ideally, both systems are flexible and can be rotated/scaled and altered in all the ways you might expect.
It should be possible to do Planets for example with just the Quadtree, Just voxels, or both together.
For now, I think the voxel side should be more Scripting than In Editor, the Terrain will have support built-in you can toggle on.
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