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
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21 changed files with 532 additions and 149 deletions
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@ -9,7 +9,8 @@ func _ready() -> void:
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position = Vector3.ZERO
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func _physics_process(delta):
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%MultiMesh3D.set("instance_shader_parameters/player_position", position)
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RenderingServer.global_shader_parameter_set("player_position", position)
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%TileGround.update_chunks(position)
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# We create a local variable to store the input direction.
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