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

@ -16,7 +16,7 @@ global uniform float wind_noise_size; // high values dont work well
global uniform float wind_noise_speed;
// Instance the Player Position through a GDScript in the _physics_process
instance uniform vec3 player_position;
global uniform vec3 player_position;
void vertex() {
vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;