Tag Archives: lakes
Finally finished the water courses and lakes (with reusable code for lava, etc)! Added waterfalls to water drops: Gives the scene a bit more life, I think… Also ported the water shader to HLSL (screenshots below were taken with D3D renderer), and fixed some issues with the tree placement… All in all, a great day! […]
Today I managed to make the flow of water work on the lakes… in the process I also found some bugs with the terrain generation code that I had to fix… First, without any change to the flow system, this is what I got: It was a quite neat effect, to be honest… but the […]
Yep, this week has been very original… I’m closer and closer, and the latest addition to the algorithms has really made a difference… After all the process is done, I now do a linear interpolation between the height of the river/lake and the surroundings, making it rise smoothly enough so that the water doesn’t escape! […]
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 […]
Most of what I’ve done today got thrown away… That’s a sad thing that sometimes happens in development… I did a lot of experiments with the lake generation code, and I finally found something that I think actually works, by playing around with the parameterization of the algorithm… Since this whole process is taking about […]
This is taking much longer than I wanted… Although I’m closer (and just found out I’m doing a lake every 4 cells), it’s still not good enough, the water doesn’t follow enough: The brightest points are the lake spawn points, but the water dies down too fast… I could do more iterations, but this takes […]
The results still aren’t looking good… The current algorithm is to fill a cell with a large value and then apply a kind of blur filter on the map, being selective on the heights (so we don’t use the value from low terrain to change higher cells). The problem is that there seems to be […]