Release Notes

v0.3.4   BETA
Terrain rendering improvements:
New dynamic level of detail algorithm, draws larger chunks in distance, resulting in less draw calls and better performance.
You can see how this works by toggling Debug Tab -> Debug Shader -> Land
Sea bed uses the same shader as island, so they blend together better
Extra detail is rendered into the terrain fragment shader
You can see how this works by toggling GFX Tab -> Terrain Fragment Shader
Morphing between islands now uses 33% VRAM
New camera mode: Walk Camera
Known issues:
Crabs sometimes get stuck

This is the current beta version. Run it in your browser now

v0.3.3   STABLE
Crab AI:
Crabs have swarm intelligence, they tend to follow each other and form groups
Crabs pre-emptively turn to avoid cliffs and other crabs
Added new debug modes to visualize the crab AI
Tree generation performance:
Tree generation is 10x faster, achieving real-time results
Try adjusting the climate paramters and watch the trees change in real-time
Tree generation features:
On Edit Tab, Props section there are two new buttons
The Redistribute button randomizes the layout of the trees
The Redecorate button randomizes the paramters of each tree
Bug fixes:
Trees wait until the land has finished morphing to spawn, so they don't appear in mid-air
Known issues:
Crabs sometimes get stuck
The World Size option has been removed

This is the current stable version. Run it in your browser now

v0.3.2
Improved performance on weak devices:
Floor texture tiles are now cached in VRAM and reused, rather than being regenerated every frame
On the default overview camera, this optimisation quadruples the frame rate on mobile/laptop
Bug fixes:
Fixed a long standing crash when spamming the regenerate button
Fix compatibility issues with being hosted within a frame, now Crab Island works on itch.io
Known Issues:
Setting a non-default the World Size causes incorrect floor texture generation
v0.3.1
Improved crab behaviour
Crabs now spawn in shallow water near the island
Crabs will not jump up impossible cliff faces
Crabs will sometimes stop and change direction when stuck
Crabs will now despawn when they get too far away from the island
Added real time crab counter to main viewport
Added button to respawn all crabs on the Sim tab
Optimsations:
Reduced texture sampling on distant land - this especially helps mobile GPUs
GPU shader code download size reduced from ~150KB to ~50KB
Bug fixes:
Geometry LOD was broken during Free Camera. Now it is fixed such that nearer land uses more detailed geometry
Known Issues:
The crabs can still walk through each other and also through trees
v0.3.0
The crabs are here!
New"Sim" tab page of the UI for controlling the crabs
Can change number of crabs spawned
Can change the simulation speed
Improved the sea renderering
Objects become deeper blue as they submerge into deeper water
The distant sea blends better with the island
The distant sea bed now has a texture
New debug option: Can toggle drawing of various objects
Bug fixes:
The free camera no longer gets stuck on the landscape, instead it will scoot along the floor
Known Issues
The crabs ignore most laws of physics
The crabs can jump up cliffs, walk up steep hills, walk through each other and also through trees
v0.2.5
In case this performance is still not good enough, there is a new Gfx tab:
Can select Render Resolution and Texture Resolution
These should enable mobile / low end devices to acheive playable frame rates
v0.2.4
Graphical improvements:
Use multisampling to improve the appearance trees
Render at maximum pixel resolution on mobile devices
Support for fullscreen rendering
Support for hiding the GUI controls to allow the 3D viewport to use the whole screen
The sea and seabed now extends out further into the distance
New features:
Added "free" camera mode
Added Reset Camera button to Debug tab
Info tab now shows the screen resolution
Bug fixes:
Inverted the pinch to zoom controls on mobile so that it works the same way as most other mobile apps
Rendering resolution will now adjust when resizing the browser window
Fixed the non-random distribution of cliffs and beaches in demo mode
v0.2.3
Many optimisiations:
Improved Level of Detail algorithm enabling worlds to be 16x bigger than in the previous version
The old "VLarge" world is actually smaller than the new "Small" world setting
Much improved frame rate on all types of GPU
New profiling options - click the frame rate counter to choose between different CPU & GPU timing measurements
Faster texture loading
Reduced VRAM usage
Updated to WGPU v0.20.0
Streamlined GUI:
Merged the old Demo and Design Tabs into one new tab named Edit
Select the camera mode by clicking on the name of the camera
New features:
Can now edit a demo world, rather than having to start from scratch before editing
Demo mode can now run in large world sizes
Can choose the world morph animation - instant, fast or phased
Demo mode has more variety, and occasionally throws in a round island
Bug fixes:
Fixed small cracks in the ground at the seams between chunks at different LOD levels
The camera now properly collides with the ground, so that you can't view underneath
Properly report error if the WebGPU adapter couldn't be initialized
Known issues:
On weak / mobile devices, larger worlds may run out of VRAM and freeze rather than reporting the error
Trees instantly move into position, rather than morphing
v0.2.2
Better trees
Tree use different sprites per biome
Trees now have directional lighting
Slight tweak to spawn distribution for more interesting layouts
Trees fade out in distance
Tweaked biome distribution for more deserts
Performance optimisations
Trees use less VRAM
Trees generate quicker, and use smaller slices of GPU time
This makes for smoother scrolling of the climate controls
The sky is now blue
Updated to WGPU v0.19.3
v0.2.1
New biome generation algorithm:
Biomes spawn based upon temperature and humidity
New climate controls:
New sliders to control temperature and humidity
Added new biome types and textures:
Including shallow water, cold beach, snow, burnt meadow, forest and red sand.
More variety in demo mode:
Demo mode selects a random climate on each run
New debug modes:
On debug tab: show height, temperature, humidity, biome
Optimsations:
Reuse VRAM when cycling world maps
Bug fixes:
Regenerate props when sea level changes, so tree's aren't left underwater
v0.2.0
Trees will now spawn
Trees respect biomes and will update in real time as the biomes are updated
v0.1.6   
Fixed poor texture seams at biome boundaries - now they blend together smoothly
Performance Improvements:
Don't use render pipeline to compute heightmaps - use compute pipeline instead
Reuse memory if the next heightmap is the same size as the previous
Cache intermediate stages of heightmap computation
Upgrade wgpu version from 0.18.0 to 0.19.1
v0.1.5
Implemented texture mipmapping
Improves the quality of the rendered image by reducing noise when viewing at a medium distance
Improves performance by reducing the size of textures in the GPU cache and using less bandwidth
v0.1.4
Fixed demo continuing to run after moving to the design tab
v0.1.3
New tabbed GUI
Designed to fit on an Android mobile phone
Performance improvements
Render terrian with flat colour while textures are still loading
Textures now use lossy compression reducing the total size from 200MB down to 50MB
Texture loading progress percentage now shown on the GUI
v0.1.2
Added keyboard support
Press the W key to zoom in or the S key to zoom out
This is use for laptop users who could not zoom because their touch pad did not support using two fingers to do the pinch gesture
v0.1.1
You can now pan and zoom the camera
Click and drag to pan
With a mouse: Use mouse wheel to zoom
With a touch screen: Pinch to zoom
With a touch pad: I've not tested this, who knows what happens 🤷🏻‍♂️
Added textures on the terrain
Try zooming in to see the detail
You can now toggle the grid overlay on and off
Known Issues:
On first run, it might take a long time for your web browser to download the 200MB of textures
Textures blend vertically but not laterally, so there's rough edges
It's possible to move the camera to bad positions
The touring camera controls don't make sense
v0.1.0
Added biomes and a page to edit them in real time
You can animate the biomes in either camera angle
Added coastal erosion from the sea to form cliffs around the edge of the land
You can edit the sea level and cliffs in real time
Improved variety of height distribution
You can get smooth hills, jagged mountains, cliffs vs beaches, inland lakes and small satellite islands
Reduced VRAM usage
v0.0.9

Performance has been improved by the following 2 changes:

  • Land is now rendered in chunks which change level of detail depending on distance from camera
  • Chunks are rendered from front to back to reduce overdraw

Thanks to performance increases, the size and detail settings have been increased, allowing for much larger landscapes.

Lighting now looks better and is more consistent over varying size and detail settings.

v0.0.7

First version to support WebGPU. WebGL support dropped.

v0.0.6

Last version to support WebGL

v0.0.1

First version. Generates a random height map, using WebGL