{"id":1091,"date":"2010-01-19T22:20:25","date_gmt":"2010-01-19T11:20:25","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=1091"},"modified":"2010-01-19T22:20:25","modified_gmt":"2010-01-19T11:20:25","slug":"the-return-of-region-boundaries","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2010\/01\/19\/the-return-of-region-boundaries\/","title":{"rendered":"The return of region boundaries"},"content":{"rendered":"

\"\"<\/a>So today I managed to do some extensive cleanups of the terrain generation algorithms. \u00a0(Specifically of the “painting terrain” algorithms which are used on the back-end of the terrain object placement tools)<\/p>\n

My vague impression is that it seems to be slightly slower now than it was before, but I haven’t actually tested it. \u00a0It wouldn’t surprise me if this was the case. \u00a0Regardless, it’s still miles faster than what I was using a month ago, and still uses a totally reasonable amount of RAM (now back down to 98 megabytes, down from a high of about 600 megabytes, last month).<\/p>\n

Also today, I’ve got region boundaries affecting the terrain again. \u00a0Previously, region boundaries were created in the terrain by explicitly lifting the terrain into a sharp peak when it was near a region boundary. \u00a0Here, it’s now drawing a brush stroke of mountains along the region borders, which gives a much more natural mountain range, which I like a lot more than the sharp ridge line we had before.<\/p>\n

My last task on terrain (for this milestone) is to make the radius on terrain-affecting buildings be editable by the user. \u00a0I’ll probably cheat and just put buttons for increasing\/decreasing the radius into the context menu, though that’d be totally unacceptable in the final game. \u00a0But it should be good enough for this milestone.<\/p>\n

After that, the new crop of buildings, and then player AI and the new combat model, and then the milestone will be done.<\/p>\n","protected":false},"excerpt":{"rendered":"

So today I managed to do some extensive cleanups of the terrain generation algorithms. \u00a0(Specifically of the “painting terrain” algorithms which are used on the back-end of the terrain object placement tools) My vague impression is that it seems to be slightly slower now than it was before, but I haven’t actually tested it. \u00a0It…<\/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-hB","_links":{"self":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/1091"}],"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=1091"}],"version-history":[{"count":0,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/1091\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/media?parent=1091"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/categories?post=1091"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/tags?post=1091"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}