It's difficult to show in pics, but I've got a new system that can control both the fog distance, density and then match the sky gradient so it. It's not *quite* a proper height fog system, but it's incredibly cheap to render.

It's difficult to show in pics, but I've got a new system that can control both the fog distance, density and then match the sky gradient so it. It's not *quite* a proper height fog system, but it's incredibly cheap to render.

I'm still unsure if I want a volumetric atmospheric solution, and I'm unsure if I want to stick with the low-poly clouds or do a raymarched Horizon Zero Dawn style cloud renderer. But I can say that sunsets look nice.
Forests and Sign posts are now displayed on the Minimap to help debugging out
A little bit of gradient/height magic and I'm just about ready to sign this off. I need to do a version for trees, but the hard part there is 'only bits that are green can move' - I haven't got any internal vertex colouring to sneakily drive this 🙁
Completely new, fully-threaded approach to detail streaming. This time it's biome-aware and rendering is vastly more optimal.
And if you have the horsepower, the engine has the drawdistance. That's a LOT of polygons!
That does look good, but I suspect I'd have to fake it instead of a few hundred shadow-casting lights in a town! This is the sort of thing decals are idea for and bloody love decals I do
Time to rework this shader to give a little life to the world
Pre-placed sleeper rendering using GPU rendering. It's interesting to see how it looks when you're too far away for the incidental detail.
placeholder 'nighttime town' visual doesn't look too bad, and it's super-cheap to render
Normal maps now correctly working from converged splat maps.

I think that passes the sniff test. I want to tweak the splat/occupancy map tho
Low quality/high quality map filtering. This message is also a test if I can upload multiple images in one message here...
