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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.

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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.

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Forests and Sign posts are now displayed on the Minimap to help debugging out

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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 🙁

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Completely new, fully-threaded approach to detail streaming. This time it's biome-aware and rendering is vastly more optimal.

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And if you have the horsepower, the engine has the drawdistance. That's a LOT of polygons!

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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

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Time to rework this shader to give a little life to the world

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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.

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placeholder 'nighttime town' visual doesn't look too bad, and it's super-cheap to render

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Normal maps now correctly working from converged splat maps.

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I think that passes the sniff test. I want to tweak the splat/occupancy map tho

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Low quality/high quality map filtering. This message is also a test if I can upload multiple images in one message here...

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