Full notes
Full Rust Rides update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Performance
- Gameplay
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.
Source
Changelog.gg summarizes and formats this update. How we read updates.
