KrnCore
We've integrated a PCG (Procedural Content Generation) plugin into our level generation pipeline. Forests can now be spawned procedurally at runtime based on a seed value, meaning each generated level gets its own unique — but reproducible — tree coverage. This is a big step toward making every playthrough feel distinct while keeping things deterministic for debugging and testing.
Spawning trees on terrain is one thing — making them look right is another. We've been tackling two key issues with slope placement:
For objects with irregular shapes — like boulders — a simple axis-aligned bounding box just doesn't cut it. We've implemented a dedicated collision calculation function that handles these complex meshes more accurately without sending too much data across different graphs. This improves exclusion collision for foliage, decreasing chances of something overlaping said these objects.