And one more

That last screenshot, while delivering more colour as promised, didn’t really show anything that people hadn’t already seen many times before.  So to make amends, I’m adding one more screenshot tonight.  I’m now partway through adding region-terrain-styling support.  In this image, we’re peeking over the region boundary between a green, grassy region, into a more…

Math is hard.

Stuff from today: I fixed up the generation of the Voronoi cells, so that there are no longer “empty spaces” in the corners and edges of the map, as I mentioned yesterday.  It’s true that having them there wouldn’t have caused a problem for regions, but I’m planning to use this code for a few…

Regions moved over to the new map system

Apologies;  I promise that there’ll actually be some colour in tomorrow’s development screenshot! So today I’ve done a few more bits and pieces.  First, I fixed the weird clipping bug in the northwest corner of the map which I mentioned yesterday (it was just float imprecision.  Gotta love it!).  Second, I moved the generation of…

Clipping

This screenshot is basically invisible, in this thumbnail.  Today’s work was clipping Voronoi regions against other regions.  In computer graphics, “clipping” generally means not drawing something;  usually this is in reference to 3D objects.  For example, you might “clip” a 3D model against the viewing area, and then not bother drawing any parts of the…

Voronoi

As promised, here’s that same image from the previous post (or very similar to it; fixed one or two minor bugs), converted into a Voronoi diagram. Immediately, you can see that these sorts of shapes would work quite well for MMORPG regions;  they’re irregular and somewhat chaotic, but still somehow look as though they’ve been…