More on clutter and suchlike

I’m not certain whether today’s shot is noticeably different than yesterday’s.  But regardless, I’ve made some pretty massive changes under the hood (with some more still to come). The big exciting new thing from my point of view is that I’ve flipped the switch, and made the generated ground clutter be generated in tiles, the…

Newer ground clutter

So I’ve finally settled on a new ground clutter appearance.  I’m really digging this.  It’s subtle, but just lends a bit of texture when you’re down low near the ground, but is soft enough that it completely vanishes once you’re only a little bit up into the air (which means that I can stop drawing…

Ground clutter

So I’ve been spending a little bit of time looking at graphical things again, as I mentioned a week or two back.  Today I finally turned my attention to “ground clutter”;  just little details that I add to the ground around the player, to try to keep the ground from feeling too terribly plain, when…

Another fix

Remember a few weeks back when I talked about how pleased I was to have fixed a bug involving vertex normals when welding together the vertices of models? Well, it turns out that I hadn’t fixed it at all;  I’d merely hidden it in a few situations.  As you can see from the screenshot on…

A long-expected fix

So this was a long time in coming.  For quite a long time, my procedural geometry generation system has been generating texture coordinates for the objects it makes.  This is so that (if/when desired) textures can easily be applied to the generated objects. Texture coordinates basically work by assigning coordinates to each corner of an…