Unity Procedural Terrain 11 - Code Cleanup / Technical Debt

Published: 21 March 2022
on channel: DVS Devs (Dan Violet Sagmiller)
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11

No new features, but a smoother UX for designers, better performance, and an easier time for developers to maintain the code base.
The UX has split the alterations into different layers. Each can hold on to its own settings, so these can be stored and replaced. It also dislodges potentially overlapping variables which would easily make life confusing for designers.
The Performance is enhanced in a designer friendly way. As the changes keep increasing, a full pass on island generation will get ever slower over time. This allows different layers of edits to only affect those layers. Meaning we don't need to affect everything. Also, the application of the terrain is pretty light compared to the construction processes and splitting them provides easy understanding of expense and cost reduction.
Tech Debt has been growing. But this is normal. It is an important part of any project to acknowledge that growth inherently acquires architectural changes.


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#Unity3D #IndieGameDev #ProceduralTerrain #Procedural


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