Closure

So here’s a view of the same corner, with my “blend against every nearby region, not just the ones sharing an edge” fix in place.  As you can see, everything is much smoother! Unfortunately, it’s also much slower to calculate the initial list of nearby neighbor regions;  it takes about half a minute for the…

More debugging of terrain blending

So I was working to debug terrain blending, and thought that it might be easier to see what was going on if I could see the distances more easily, and so modified the terrain to draw with a simple grid on it…  I’m going to have to include something like this in the final game,…

More steps toward stuff

So I’ve been working more and more toward editable terrain.  Still not quite there yet, but am finally getting rather close.  I’ve now set up a couple of key steps towards editable terrain.  First, the subregions (and regions, for that matter) which I’ve mentioned before now know about their neighbours.  Ever since dropping the “grid”-based…

Districts into terrain

So today I’ve managed to wire the districts I was talking about recently into the terrain generation algorithm.  Right now, it’s just assigning a random brightness to each district so that you can tell them apart, and since I’m not yet doing any blending between districts (the way that I do between regions), the boundaries…

Districts

Apologies for the darkness of this image;  you’ll probably need to view it full-size to see it.  Or just look at the previous screenshot I posted;  this one is basically identical to the last one, except that this time it’s real (whereas last time was just a mock-up) In this shot you can see parts…