Unity ECS Voxel Terrain Vehicle Test
Using experimental Unity ECS vehicle package that came out a month ago.
Vehicle is from the advanced sample from within that package.
Credits to Unity for the goated vehicle package.
Terrain has been rewritten in unity ECS, wasn't very hard to do since most of the systems were already decoupled from each other. There isn't a major performance gain to the meshing backend since all of it handles meshing in its own accord, completely decoupled from the main world representation (either ECS or gameobjects). However, this should allow for easier bulk prop generation and structure generation so we'll see.
Also, it now uses async compute queues if supported by the platform. This allows me to offload all that GPU voxel calculation to a lower priority queue to not block the render thread, which seems to work flawlessly in the build (with async readback this is really nice, no hitches or freezes even though I am generating data for a 132x132x132 3D texture)
The terrain dimensions in this video are 65x65x65 km (octree depth of 10). Meshed using surface nets + surface nets skirts (very important, since without those you'd either need stitching or to use marching cubes instead).
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