Re-generating terrain

Because I know you’re all curious, here’s what happens if you build a couple hills, place buildings on them, connect them with roads, and then fly far enough away that the terrain gets regenerated upon your return. Floating buildings and roads! Am currently working to fix this, and get the modified terrain back when it’s…

Today

Small bugfixes today, mostly.  Biggest one was finally fixing a bug which was resulting in monsters, devs, and characters seemingly randomly not being drawn, depending on which direction the camera was facing. Turns out that I’d inserted them into the octree incorrectly, and it was treating all of them as though they were sitting at…

UI experiments, and other stuff

So today I’ve been trying a couple of different ideas.  First, I spent some time optimising the “painted terrain” calculations, and basically cut their cost in half.  The best bit about this optimisation was that it’s actually a pair of optimisations inside the VectorStorm library;  one is purely internal (and so will automatically benefit any…

An unexpected roadblock

So here’s what it looks like, having terrain-setting “buildings” approximately every 150 meters apart.  Note that in the visible grid here, each grid space is eight meters on a side (ignoring changes of altitude).  Just looking at it, there are far too many of them.  In this region, there are about 130 districts, and each…