Terrain Generation


Well that was a pain.

If you’re wondering why it took so long to do terrain generation, it’s because I had to rewrite the entire section about four times.   A lot of algorithms look fine on paper, but in practice they don’t do so well for making a good landscape. I’m still not 100% happy with the way it does things, but it’s close enough that I can use what I have and move on, to tweak it later.  This is especially true once I change some of the constants to config parameters so I won’t need to recompile.  Since I don’t have overworld or biome generation done(and might not this release at all), I’ll probably use a specification text file for the first alpha release.

Next week’s tasks will be minor things like rearranging the UI and adding various progress bars, maybe time progression.  Fairly simple tasks. After that comes the entity stuff, and that will be more difficult.

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