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…

I know I said I wasn’t going to do this, but…

…I spent some time today fixing the vsMeshMaker bug which was causing procedural geometry to sometimes have weird “creases” which caused sharp changes in lighting across a smooth surface.  The cursor is here pointing to a spot where the old code used to put a sharp crease (for comparison, a screenshot of the old, broken…

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.…

City Planning

So the last few days, I’ve been working on figuring out an approach to procedurally build outdoor cities;  places like WoW’s Stormwind. I’ve been discovering that the currently documented city-generation methods, while they work reasonably well for simulating modern and real-world cities, don’t work well at all for MMORPG-style “fake cities”.  The cities one finds…

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…