What about grass rendering? If for now you leave out the blades that stick up over the tiles, and you skip the green/yellow coloring, it seems pretty doable at this point.Those aren't important for object function. Plus the wall rendering will be mega complicated and confusing.
Well, considering this was before TSOR, which lead to PD and NioTSO, it's understandable.Not a good chance. They were wrong: http://www.tsomania.net/gameguides/campfire.php
Walls use an interesting system that involves an awful lot of masks... They'll need really special shaders to get working (and a lot of loading different assets!).
I need to find some easy way to draw lines using the gpu so that I'm not feeding 4x the data and I need to simplify the colour interpolation for blades - probably remove it completely.
I don't know. Maybe to impress everyone xPBecause CPU rendering is incredibly bad practice and generally the worst idea ever unless you're working really low level, i.e. not with c#.
It may be a better idea to draw grass with a pixel shader and a random seed. We wouldn't be able to make the grass stick out though, and since pixel shaders calculate each pixel individually determining if we're on a higher pixel of a grass blade will be annoying. Right now the best approach seems to be to draw the terrain once and then discard all of the grass blade data to free up all that memory. Only problem is that it still manages to bump up memory usage to like 700MB when generating the grass data, so it's still completely ridiculous.
The pixel shader one would also mess up if the terrain were drawn at any half-steps... Why did they have to draw terrain like this??
Impressive image, i want to ask there is a problem if you add residential objects like beds to this lots...The final level of the restaurant with several objects scattered through it:
View attachment 134
Again, objects seem to break very quickly...