- Joined
- Nov 25, 2008
- Messages
- 1,309
Summary:
So, I'm making a terrain generator based on the one I used for Infection. And while I've made it much more efficient and less laggy, I found out that when adding a second heightmap of sorts simulating the amount of rainfall that spot gets, versus the first heightmap being the literal terrain height, it would generate Fall/Summer edges that are far too straight and flat to be as smooth as the math behind it would say.
To get a feel for what i'm looking for, the lines between normal grass and dark grass (under the trees) is nice and jagged/curvy.
Attached below is an example map, containing solely the terrain generator on a 64x64 blank map. If you want to only see the terrain, then comment out where I call CreateDestructable().
Secondly; in the trigger PlayerCam, would that cause a desync, or would it successfully work for all players in their respective camera locations?
- Why are my 'biome' lines straight versus curvy.
- Does PlayerCam work for multiplayer?
So, I'm making a terrain generator based on the one I used for Infection. And while I've made it much more efficient and less laggy, I found out that when adding a second heightmap of sorts simulating the amount of rainfall that spot gets, versus the first heightmap being the literal terrain height, it would generate Fall/Summer edges that are far too straight and flat to be as smooth as the math behind it would say.
To get a feel for what i'm looking for, the lines between normal grass and dark grass (under the trees) is nice and jagged/curvy.
Attached below is an example map, containing solely the terrain generator on a 64x64 blank map. If you want to only see the terrain, then comment out where I call CreateDestructable().
Secondly; in the trigger PlayerCam, would that cause a desync, or would it successfully work for all players in their respective camera locations?