Ralith / Ralith/hypermine

Generate clutter

Open
#76 0 comments 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

enhancement
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

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.