Unfortunately not at the moment and I’m not sure if I should try. Some reasons:
- This version of floor is relatively fast because it’s a predictable flat plane about which a lot of things can be precomputed. In the castle each column can potentially contain multiple floors (and ceilings) at different height offsets from the camera. So it would be slow, and provided it’s already the slowest demo, I don’t know if it would be very usable. If I happen to find optimizations to significantly improve performance this may of course change.
- We could still try to precompute a lot of stuff and do some clever things to make it happen, but:
- The precomputed data would take a lot more memory as we’d add an extra dimension to it.
- The extra complexity of the cleverness applied would mean need for more debugging and possibly writing some more complex tests to make sure old stuff doesn’t break. Not sure I want to go this way
With this said though, the current framework allows anyone to write their own rendering function that would implement that and experiment with various hacks.
Thinking about it, it might be possible to at least allow textured floor at one specified height level. I’ll be thinking about this a bit.