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Terrains in games usually work with grayscale textures. Each pixel represents a certain height within a specified range. A value of 0 means no deformation; a value of 0.5, say, pushes the terrain up by 5 meters.
The Stamps in their identity are basically the same as Baseplates, but just a bit smaller in dimension.
The more interesting are the following; I want to explain a bit further.
Also, with the new system, the surface type (screenshot bottom right) gets correctly assigned now. Every terrain layer comes with a type, and when the terrain is generated, each tile's surface type gets derived from the terrain layer.
The new system also gives us more control over how objects get rendered on screen, and it improves performance significantly. Especially on low-spec PCs, the gain is noticeable: in our measurements, we saw a performance gain of up to 250% in certain areas.
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