Landscape Architect

A few new things these past few weeks

  • Voxel calculations are done in the GPU (Compute shaders) and is much faster. I’ll also provide a pixel shader version for older hardware that do not support SM5
  • Improved noise model for procedural generation. The mountains look more interesting. More info here
  • A custom vertex factory and shaders for the voxel mesh to fully control the vertex data that is passed to the GPU (Needed for a flexible material system)
  • Created a layer based Material system with weights on each layer. You can alter these weights to paint different material (like ue4 landscape layers) from the editor / runtime. These weights can also be set from your landscape graph. More on this later
  • Started working on Foliage support (very early WIP). I’ll also support a modified version of UE4’s procedural foliage tool for spawning trees

Foliage: