{"id":997,"date":"2009-12-21T22:22:15","date_gmt":"2009-12-21T11:22:15","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=997"},"modified":"2009-12-21T22:22:15","modified_gmt":"2009-12-21T11:22:15","slug":"more-steps-toward-stuff","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2009\/12\/21\/more-steps-toward-stuff\/","title":{"rendered":"More steps toward stuff"},"content":{"rendered":"

\"\"<\/a>So I’ve been working more and more toward editable terrain. \u00a0Still not quite there yet, but am finally getting rather close. \u00a0I’ve now set up a couple of key steps towards editable terrain. \u00a0First, the subregions (and regions, for that matter) which I’ve mentioned before now know about their neighbours. \u00a0Ever since dropping the “grid”-based region approach that I used in MMORPG Tycoon 1 and 1.1, regions haven’t been able to know what other regions bordered them, simply because they were irregular; \u00a0when all you have is a big list of shapes, it can be difficult to tell which ones share borders! \u00a0But that’s now been sorted out.<\/p>\n

This will be important for terrain editing, for smoothly blending from one terrain type into another, across subregion boundaries.<\/p>\n

I’ve also today set up subregions to be able to specify a different style than that of their parent region. \u00a0In the screenshot here, I’m standing inside a hilly-grasslands subregion, looking towards two rolling-mountain-tundra subregions. \u00a0(the blending between regions isn’t implemented yet, which is why you can see sharp cliffs between the different subregions)<\/p>\n

Next step will be blending terrain between subregions. \u00a0I’ve got a pretty good idea of how that’ll work. \u00a0Next after that will be actually regenerating the terrain data when the player adjusts the subregions.<\/p>\n","protected":false},"excerpt":{"rendered":"

So I’ve been working more and more toward editable terrain. \u00a0Still not quite there yet, but am finally getting rather close. \u00a0I’ve now set up a couple of key steps towards editable terrain. \u00a0First, the subregions (and regions, for that matter) which I’ve mentioned before now know about their neighbours. \u00a0Ever since dropping the “grid”-based…<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":""},"categories":[24,25],"tags":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/po9WK-g5","_links":{"self":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/997"}],"collection":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/comments?post=997"}],"version-history":[{"count":0,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/997\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/media?parent=997"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/categories?post=997"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/tags?post=997"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}