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…

Today

Today was general cleanup, and setting goals for the rest of the month.  Also fixed a couple of memory leaks that I’d been putting off looking at for a couple of days.  The benefit of having memory leak detection and tracking built directly into your game engine is that those leaks are easy to find.…

The beginnings of procedural generation

Well.. procedural generation of buildings, anyway;  plenty of other stuff is already being generated procedurally.  There’s not a lot to look at, here, really, but what you’re looking at here are the first three fully procedurally generated buildings in MMORPG Tycoon 2. While all the geometry that you’ve seen before has been generated on the…