FarmVisuals
What the farm looks like. `Farm` owns the crop state; this owns the pixels.
FarmVisuals
What the farm looks like. Farm owns the crop state; this owns the pixels.
Three things run here:
The floor. One 3.6 km ground grid under farm_ground.shader, which reads
the crop-state texture and paints wheat, maize, cut stubble, dirt tracks with
wheel ruts, grassy verges and dry scrub beyond the boundary. Because the whole
farm is one surface sampling one texture, a stripped swath is visible from
cruising altitude the instant it is eaten.
The crop you fly through. One dense stalk mesh drawn as a 5x5 grid of tiles
that follows the swarm on a fixed 40 m world lattice, each tile turned by a
quarter-turn taken from its world index so the pattern is stable in the world
rather than sliding under the player. crop_blades.shader cuts each stalk to
what is actually standing there and sinks the outermost tiles into the ground,
so the moving window has no visible rim. The window shrinks as the swarm
climbs — at cruising height the floor carries the whole read on its own.
The farmstead. Barns, silos, water towers, sheds, bales and post-and-rail fence runs, placed on the tracks and verges between the plots from a fixed seed, so the farm looks the same to every player in the world.
The state texture is uploaded only on the frames Farm reports the mask
dirty, and no faster than every 90 ms.
Scoped to this part · feeds back into the world's score.