A grid that seamlessly follows the player and conforms to the floor below them. Made using an editablemesh (beta feature so it can’t be used in games yet). 2024-02-28 16-30-09 - Trim.mp4
Benchmarked at 2 ms per heartbeat, might optimize it a little more when I feel like it.
UPDATE: Got it down to 700-800 microseconds by fiddling with how it casts rays and updates the vertices. Native code FTW!
Pretty much yeah. It also caches each ray’s previous height into a separate table so if it ends up being at the same height it doesn’t bother updating that specific vertex.