
In this Rust Rides update, we are replacing the legacy terrain system with our proprietary L1_77ML-Core engine. Our goal is realistic ground deformation that stays fluid and performant.
Technical Highlights:
Micro-chunk Architecture: The CPU processes localized terrain segments, significantly reducing operations per frame.
Deformation Request Buffer: The system batches terrain change requests, performing calculations once for grouped similar inputs.
Vertex-level Optimization: The algorithm only updates vertices physically affected by input, preventing unnecessary data overhead.
Efficient Rendering: Lighting and normal updates are synchronized with change packets.
Soil Variability: Density vector noise has been implemented, creating zones with varying surface hardness.
We are currently scaling this technology for future procedural generation implementations.