First Thoughts – Keyfeature. Ramps

Today I want to talk a bit about one of the planned main features for the ground combat of VoxelIsland. The idea is to add ramps to the world generation without a significant performance loss and how to create the ramp layers within the engine. I think I found a way to keep this at a low cost for the game performance, but I need to try it first. The idea is to add 1 layer of blocks to x and z without writing over the recent block layer. The next step is to divide the booled out chain of ramp blocks in different kinds of ramps as in the image below. I will show you the results of this in a couple of days. :)

References
Possible implementation in VoxelIsland
Ramps

Different kinds of ramps
ramps

(Shots above are references, no ingame shots, nor made by me)

source: ref1
source: ref2

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