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I found a way to generate the normals for the marching cubes meshes in a way that produces the same normal for the exact position and I now subtract half the normal from the vertex to allow for thinner geometry. The animals are simulated like the player though I will need to eventually do a lot of optimizations to allow for more animals. I made the far graphics use a single vertex color shader to reduce draw calls and I removed the ambient occlusion effect to get a slightly higher FPS. I am use STP upscaling though for most of the video it is native 1440 running on a 1060 3G. The new smoother normals generation required a lot more data samples to generate and I had to really supper optimize the data fetching to get it close to the speeds I had before though the meshes take a tiny bit longer to generate now. I also multithreaded the terrain editing and it even waits until the next physics frame to update the graphics just before the next edit. for larger edits I could potentially make the threads go over multiple physics frame requiring another level to the data stack that will clone the data that is being processed to make further edits. I would have made a video sooner and gotten more progress but I have been busy with school, got the flu and I had this horrendous bug that was driving me crazy with the project and it turns out I needed to add a little check when unloading the data when the player moves too far. I'm gonna make the water better as well as try and improve the look of the far LODS