{"id":1171,"date":"2010-02-22T21:38:49","date_gmt":"2010-02-22T10:38:49","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=1171"},"modified":"2010-02-22T21:38:49","modified_gmt":"2010-02-22T10:38:49","slug":"todays-stuff","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2010\/02\/22\/todays-stuff\/","title":{"rendered":"Today’s stuff"},"content":{"rendered":"

\"\"<\/a>So today I’ve done a bunch of things. \u00a0First, I’ve made the regions slightly smaller. \u00a0This has had a lot of positive effects. \u00a0Previously they averaged about 1km by 1km; \u00a0now they’re about 700m by 700m; \u00a0small enough that you can comfortably stand in the middle and see all the way to the region boundaries in each direction. \u00a0But better, the same number of monsters in the world (about 650) looks just about right, now that they’re crammed into a smaller space!<\/p>\n

Second, I brought back the “subregions” concept, where each region is divided into lots of smaller regions. \u00a0Last time I tried this, those smaller regions had full terrain definitions, and blending between those terrain definitions was painfully slow while building the terrain. \u00a0I’ve simplified that a lot, so now the subregions only specify a height, and that height is blended between the subregions. \u00a0It gives the terrain a nice non-uniformity, I think. \u00a0(If you view the full-size screenshot, you’ll see some blue vector lines; \u00a0those are showing the borders of the subregions) \u00a0But more than that, I’m wanting to try using these subregions as quest zones; \u00a0the player doesn’t actually create the quest zones — instead, he merely configures what should be in them and then has quests send subscribers into them.<\/p>\n

Third, I fixed a number of terrain bugs, the worst of which was causing subtle incorrect behaviour at the north ends of regions, and some wasted CPU time everywhere else. \u00a0I also fixed a problem where a region boundary passed within 100 meters of a heightmap border, but didn’t cross that border; \u00a0it left a nasty gap in the mountains. \u00a0That’s now fixed as well.<\/p>\n

Next step is going to be placing NPCs, and then the quest-making interface. \u00a0Hope to get most of that done tomorrow. \u00a0Crossing fingers!<\/p>\n","protected":false},"excerpt":{"rendered":"

So today I’ve done a bunch of things. \u00a0First, I’ve made the regions slightly smaller. \u00a0This has had a lot of positive effects. \u00a0Previously they averaged about 1km by 1km; \u00a0now they’re about 700m by 700m; \u00a0small enough that you can comfortably stand in the middle and see all the way to the region boundaries…<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":""},"categories":[3],"tags":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/po9WK-iT","_links":{"self":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/1171"}],"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=1171"}],"version-history":[{"count":0,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/1171\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/media?parent=1171"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/categories?post=1171"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/tags?post=1171"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}