Upcoming changes
From Open World Bakery
- Make soil generation controllable, mostly just a clone of RandomHeightMapFill (now soil terrasing dows not scale perfectly, for example)
- Add networking support
- Rewrite FSquareMeter logic so that it would:
- Not use struct/class as a base but rather use set of plain arrays (this will allow to easily play with GPU, see below)
- Perhaps make it more abstract and inheritable (currently it's not a class from the strict point of view)
- Rewrite basic terrain generation (UOWB_CalcStreamsFlow_Enchanter) so that it would be able to utilize GPU.
- Use HLSL code, injected to C++ as well, to generate random numbers
- Use HLSL code, injected to C++ as well, to generate noise
- Feed this HLSL to UE4 as well
- Create a material to utilize this HLSL
- Rewrite enchanter so that it could
- Split map apart (GPU can't work with bitmaps 20000*20000)
- Iterate through all hills, feeding map to GPU and getting it back, so that all hills get applied
- Whatever else it takes