I’ve been quite busy recently and the project that uses the engine also consumes time, i might start a patreon soon so i can spend more time on it as it’s a freetime project, with a recent milestone it shouldn’t be too much longer.
There also will be a light version which focuses on the static component, a lot games only need a giant terrain yet not a entire realscale planet where this is perfectly suited for, also with the capability of working seamlessly in chunks.
I recently finished a couple more technical things such as a tech i made years ago, but couldn’t get to work at that time. It creates a tiny 8bit map of assets for “Volume Hull Impostors”, which are 3D impostors that have the same visual appearance as the original model, but don’t consume a huge amount of memory, which allows every larger asset to be rendered as such.
Here’s a example, the lantern with the axis helper is rendered as mesh closer, and as impostor once the Y axis is visible.
An here in another test (trees in distance are impostors), another feature i added to the static component is some sort of density based ambient occlusion, as even though every tree casts shadows, it wouldn’t give the feel of a real dark forest even if it’s day.
The terrain material also has a improved depth based splatting now, as with the technique to enable up to 256 materials it was a bit more complicated than i thought
Materials with decoration sets such as grass also will derive their tint from the blending ground
The paths/roads systems also will use the bump/depth texture in order to mask with the terrain but it won’t compete with the terrains materials, rather height influences can alter parts being more or less visible having more variation then, or for open paths to blend out.
Not sure if i mentioned yet but i also extended the roads system to fences, walls and bridges, which are asset tiles that also partially use the VHP for efficient LOD, but don’t require any sort of volume.