Generate clutter
Nobody has claimed this yet.
- Dominant language
- Rust
- Stars
- 202
- Forks
- 22
- Avg merge
- 6h 8m
- Merged PRs (30d)
- 7
Description
The terrain currently has diverse materials and decent hills/valleys, but looks very dead. We should liven it with plant life, rocks, and whatever other small features occur to us. Clutter could be static meshes, voxel structures, or both, but meshes will be much easier as chunk boundaries can be mostly ignored. Placement should be randomized and sensitive to environment factors.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files, tests, or entry points are identified in the issue. Start by locating terrain generation and chunk handling, then define how clutter placement responds to environmental factors and how randomized plant and rock placement can be validated.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100