Implements procedural ground tile generation

Adds procedural ground tile generation with chunking for improved performance.

Includes:
- Ground tile entity with debug text and cell information
- Grass and tree placement based on cell data
- Ground shader for visual representation
- Chunk loading and unloading system based on player position
This commit is contained in:
Dan Baker 2025-06-24 13:14:21 +01:00
parent 95665f54eb
commit b5bf7619e6
21 changed files with 532 additions and 149 deletions

View file

@ -9,7 +9,8 @@ func _ready() -> void:
position = Vector3.ZERO
func _physics_process(delta):
%MultiMesh3D.set("instance_shader_parameters/player_position", position)
RenderingServer.global_shader_parameter_set("player_position", position)
%TileGround.update_chunks(position)
# We create a local variable to store the input direction.