Vixen
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Engine · guide

Splines

A cubic Hermite curve with an arc-length table, the authored asset over it, and its two consumers — roads that deform a terrain and camera dollies that follow a track.

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  • The terrain heightfield — One grid of 16-bit heights over an authored range, a stack of non-destructive edit layers, the paint channels and the hole mask.
  • Painting a terrain — The four paint tools, the layer weights that sum to one, the reusable ground a layer names, and the undo record that has to hold all of them.
  • Sculpt and paint mode — The viewport mode the terrain tools live in — two categories sharing the digits, one drag as one undo entry, and the panel as settings objects rather than dialog code.
  • Foliage instances — Trees and rocks stored in a cell grid, the six rules that refuse a placement, and the activation radius that decides which of them are worth a physics body.
  • Where the water surface is — One definition of the water surface — a body from a spline and a profile, a sea state from a spectrum, a field of height, flow and ground, and the evaluator that the renderer, the buoyancy solver and a gameplay query all call.