amethyst / amethyst/rfcs

Terrains (as in Ground Mesh)

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Description

Should terrains be made in an external tool?
Should it be limited to a single plane per xz position?

How do we manage texture merging between different heights?

Planned features:
MAIN
- [ ] Mesh generation
- [ ] Get height(s) for xz position
- [ ] Mesh collider
- [ ] Texturing
- [ ] Texture merging with different heights (splatting) + modes / heightmap
- [ ] Noise generators support (external crates)

SECONDARY
- [ ] Foliage support
- [ ] Cave support
- [ ] Procedural infinite generation algorithm support
- [ ] Voxel vs Plane
- [ ] Chunk based for infinite generated
- [ ] 3D plane & voxel, 2D voxel
- [ ] Mesh optimisation
- [ ] LOD Support

This description will be modified after discussion.

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