Managed a bit more work, even as the ideas are rolling thin for the terrain. Turns out the billboards didn't actually move with the terrain as it streamed in, so I figured out a way for the billboards to quickly shift over. Whenever the terrain shifts to another central terrain, I do a quick check on all the billboard instances. If the billboard instances are not on any terrain, it shifts toward the direction that the central terrain moved to.
I also found that with the slight gap of terrain that is covered up but still shows up when moving quads, I had to add a slight additional tolerance so the trees would still remain in the ground. Otherwise, it would've been expensive height checking and re-adjustment. I am quite thankful for tiled terrain:
As for capstone work, it was mainly composed of refactoring; there's a lot of old classes we aren't using anymore. I'm also doing some investigative work on why metrics are picking up low times for area completion in specific areas. Seems as if there are moments where the data picks up sessions with absolutely no time spent in them, so I'll leave those out of the equation.
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