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

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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://b1miqvl8lus75"]
[ext_resource type="Shader" uid="uid://dbduq0qcaxmyi" path="res://grass.gdshader" id="1_vnnwo"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_vnnwo"]
[resource]
render_priority = 0
shader = ExtResource("1_vnnwo")
shader_parameter/top_color = Color(0.102963, 0.465909, 0.382031, 1)
shader_parameter/bottom_color = Color(0.121494, 0.374954, 0.315972, 1)
shader_parameter/ambient_occlusion_factor = 0.0
shader_parameter/specular_strength = 0.0
shader_parameter/player_displacement_strength = 1.0
shader_parameter/player_displacement_size = 1.0
shader_parameter/wind_noise = SubResource("NoiseTexture2D_vnnwo")