Final note for today

I’ve spent a little time today optimising the web site.  Seems to have made the site a good deal more responsive than before, at least for me. As always, if you run into troubles, please don’t hesitate to contact me either via e-mail or via the comments in this post.

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…

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…

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,…

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) ->…