Monday, October 31, 2016

Terrain facelift in progress

I've been recreating the cube creator as it lacked some features and it occasionally gave unity some problems as it started reporting errors of null objects being synchronized or something along those lines, anyway the new unfinished cube creator will make the map generation so much more flexible as the new features to the biomes and the new sub-biomes will allow broader range of options to the map generator, with it I can generate much more realistic and unique terrain.


As I mentioned sub-biomes adding them will require a new map, like the temperature and humidity maps, the new map will have numbers going from 0 to 100, so depending what range the sub-biomes will have, it will affect which sub or parent biome will be selected.

I mentioned in the previous post that I optimized the generation of the heightmap, thanks to that optimization and the lake algorithm I was able to sped up the isometric image rendering which I can now use in the cube creator to view different landscapes faster.


I also finally added the 3D model of the character to the game as well as tree felling.

Me and Samuli been talking and designing quests for the game, nothing big just some examples, we want to have dynamic quests that are build from multiple different quest pieces, we've also been trying to make the quests so that there are multiple ways to complete an objective, the player can decide how he would complete said objective, we would only give a possible direction from which the player could complete the objective.

Monday, October 3, 2016

Seemingly impossible lake part 2

I ran to a problem with the lake algorithm, as I create it by using a heightmap and the problem with this was that holes in the ground will not be filled, of course I though that just creating a floor under the lake and walls at the border will fix this but there was one special case to which this "fix" did not work very well, here's a picture


As you can see there is a huge hole here and the reason for this is that above there is a cliff which makes it the highest elevation in the heightmap which in turn makes this side of the mountain not being filled, thankfully fixing this was quite simple and effective but it does not follow the wall perfectly as it will convert some blocks to water making the wall a little more linear.


Other than this problem, I've optimized the lake generation as well as the creation of heightmap.

Oh and I did try to do something about the rendering of chunks as the useless garbage allocation is insane, but the mesh creation in unity blows and I can't actually prevent useless garbage allocations, but I did make it a little faster and use less memory