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I find the hills a bit boring. The kind of go up and come down at +/- same rate, and look like stars on lower regions count. Overall they look not so nice. How I could spice it up by not killing performance and load times?
My drawing engine is a bit limited, I can do only triangles (connect 3 verts etc). What would you advice in this situation, to draw an evaluated map (not flat veronoi)
The text was updated successfully, but these errors were encountered:
I think the hills are boring. I wrote in the blog post:
This needs more work, as I’m still mildly unhappy with the results. Since this was a 1 week experiment, I decided I should work on other things, and come back to this if I had time.
I don't have any more ideas right now.
This code uses WebGL so it renders everything with triangles only. I don't like the way it looks but I don't have any ideas for improving it. I like the way mapgen4 looks, but I wasn't able to make the sphere look the same way. The rendering in mapgen4 relies on it being a 2d flat output.
There are no islands because of the way the elevations are assigned with plate tectonics. I think there are many different types of islands you may want, and each one would use different algorithms. You can probably add these by modifying the elevations after the main elevation algorithm runs. You might want to browse Here Dragons Abound, as Scott has written several nice blog posts about island creation.
I find the hills a bit boring. The kind of go up and come down at +/- same rate, and look like stars on lower regions count. Overall they look not so nice. How I could spice it up by not killing performance and load times?
My drawing engine is a bit limited, I can do only triangles (connect 3 verts etc). What would you advice in this situation, to draw an evaluated map (not flat veronoi)
The text was updated successfully, but these errors were encountered: