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Showing content with the highest reputation on 2014-03-21 in all areas

  1. I rewrote all functions so they now directly manipulate the heightmap (and use (deep)copies of it if they need a reference). So now every manipulation should take place on float32arrays. However, map generation now needs ~2 secs more though I also use deepcopy less often. Code structure got straighter in the process though. I also use the center of the diamond square generated heightmaps now so presets work much better now. realisticTerrainDemo2014-3-21.zip EDIT: Did some texture changes depending on the biome. Now I hope thinks look much less weird: realisticTerrainDemo2014-3-21b.zip I now did all I could think of so far (not very pleased with the textures but much better). It's not good enough I'll abandon the random biome stuff and paint everything myself. Oh, and forgot beautification of the secondary resource spots... (OK some things still to do...) Anyway, input on style and especially playtest would be helpfull. Some more screenshots:
    4 points
  2. If you'd like a mod manager implemented, some design mockups and functionality guidelines would be a good start.
    2 points
  3. Thanks much both of you, I'll try using typed arrays. So... Much faster and smoother now. Still to slow for my taste (about 3 secs for the player order and the path's heightmap smoothing on a normal map with 8 players). And the paths partially devastate the nice terrain but, well... (Guess I'll try doing some terrain analysis to skip unneeded paths) Example (Overview/Valley/Dam, seed 6200, medium, 5 players): Map: realisticTerrainDemo2014-3-20b.zip
    2 points
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