可漫步的小镇
Walkable City (engine behind Client City),John Bailey / The Bailey Perspective,2026 年

正在布展…
它是怎么做的
- 第 1 步高度图地形 + splat 贴图混合多套 CC0 PBR 材质
- 第 2 步松树林用 InstancedMesh 大批量绘制,河流与石桥沿样条布置
- 第 3 步沿道路的快速旅行、指南针条和路牌做导航
- 第 4 步手机端虚拟摇杆,低配模式降低树木数量和贴图尺寸
复刻配方
一段技术配方,可以直接交给 AI 编程助手,也可以自己照着写。想指定技术栈、位置和性能预算,就把它加入实现方案。
Generate a terrain mesh from a grayscale heightmap and blend 3-4 tiling PBR textures in the fragment shader using an RGBA splat map. Scatter trees with InstancedMesh, rejecting placements on steep slopes or near a road spline. Place one low-poly building per content item along the road and attach a trigger volume that opens an info panel when the player is near. Use a capsule-vs-heightfield check for third-person walking and a virtual joystick on touch devices. Add a quality toggle that halves instance counts and texture resolution on phones.


