And then…

Of course, immediately after posting about the weird new glitch, I figured out what was causing it;  under my new setup, I was usually ending up with districts considering themselves to be neighbors of themselves.. which meant that they were always performing a three-way blend between themself, themself, and their neighbor, instead of fairly blending…

Bugs which aren’t bugs

Inside VectorStorm, there’s a function vsClamp;  it looks like this: #define vsClamp(a,min,max) ( vsMin( max, vsMax( min, a ) ) ) (modified for legibility;  C/C++ coders, no need to warn me about how painfully dangerous that code snippit is. :) ) You’d use it like this: vsClamp(1, 0, 10) -> 1 vsClamp(0, 10, 20) ->…

Happy holidays, and less-happy graphics glitches

Happy holidays everyone!  I’ve had a quiet couple of days (at least, in terms of development!), but now that boxing day has come and gone, I’m back to poking around with MMORPG Tycoon.  In the screenshot here, you’re looking at a couple of mountainous districts, separated by a couple of dead flat districts. And I’ve…

Terrain transitions

So I’ve got a first pass at smooth transitions between SubRegion patches in place (there are about six subregions visible in this screenshot), and I’ve reached two conclusions: First, you can get some pretty epic landscapes really easily this way. Second, it’s way too slow in its current form, and will need some extreme optimisation.…

Terrain concept

I’ve been playing around with terrain authoring systems lately.  The current one I’m experimenting with is kind of a tile system, with non-regular tiles. In this screenshot, you’re looking at a portion of a region map;  the dull grey lines show region borders.  Inside the (unusually large) region in the middle of the screen, the…