aw hell yeah next steps: center chunks around player entity and add LOD for distant chunks. then integrate noise_gui into bevy.
this is integrated as a crate feature btw, so for production build it’s stripped from the binary. i plan on adding unity-style controls flycam controls (minus the gizmos since this is a pcg project) and the ability to “drop in” and explore the game as the player character.
the terrain is a simple heightmap mesh generator, so it’s just 2d noise. i want to add cellular automata for features like foliage, water, landmarks, paths, loot drops, creature habitats, etc. it’s key to have a good editor flow for this!