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.…

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…

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…