Spellcaster Studios

Make it happen…

More progress on rivers/lakes…

I’ve studied a bit more on A* optimization, and I finally found what the major problem is… The fact that I’m really putting an extremely large penalty on any “rising” terrain means that the system has to search the whole map to find a valid path…

Playing around with the factors, I massively reduced the generation time, while keeping the rivers good looking…

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This took the generation time from 30-40 seconds to 5…

Next step is to flatten the lakes and see what’s the result, so I can move on to the (hardest) task of generating the geometry for this…

Now listening to “Recreation Day” by “Evergrey”

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