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…

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…