Expand description
Terrain system for WaterDropEngine.
Divide the world into a grid of chunks, each with its own heightmap and splat-map stored as a layer inside shared GPU texture arrays.
§Example
fn init(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Terrain::load(DEFAULT_TERRAIN_PATH),
TerrainRenderer::new(&asset_server),
TerrainPhysics::default()
));
}Modules§
Structs§
Constants§
- TERRAIN_
BUILDINGS_ COLLIDER_ GROUP - TERRAIN_
COLLIDER_ GROUP - TERRAIN_
MODULES_ COLLIDER_ GROUP - Modules placed inside buildings, picked before the building around them.