Wednesday, May 25, 2016

Day 10: Realistic and Not-So-Realistic

What was today? A fair bit of capstone work was done today; I worked some distance based visibility text for the tutorial text and fixed the bugs on the bridge projectile so that the spawner would properly face the player and bridge projectiles wouldn't get stuck inside themselves.

The main event? Terrain generation! After finally figuring out the diamond-square algorithm (and remembering to properly reduce randomization per subdivision), we finally have some realistic looking terrain!


As for the next algorithm? Noise turbulence texturing! How does that look?


Yeesh, looks like we'll have to smooth that one out.

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