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P0-A7: Part 758: Debugging, Improvements, etc.

by on Jun.28, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have made substantial improvements to the terrain generation system.

Up until now, I could choose between either generating smooth, flat terrain, or generating coarse, rough terrain.

Smooth terrain was far better for walking, driving, and placing buildings, however rough terrain looked far better for mountain ranges and upland regions.

I have added a new system with uses an animation curve to blend the noise values of the terrain as it is being generated, which means I can specify that low land areas are smooth and relatively flat, while upland areas are course and rough.

In future, I can also specifc a separate graph for each planet, and possibly even generate the graph dynamically, leading to a substantial increase in the variation of the terrain.


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