One tiny step for mankind, but a giant leap for Mazer
Overworld generation algorithm is up and working!!! Still not much to see, mostly Perlin noise by TTerrainNoise And far-land chunks still have no “fringe” to link them to normal chunks...
And lot's of work to do to prove that data organization structure theoretically supports huge worlds at hopefully normal FPS. The presented area is approximately 1x1 km (100x100 m high-resolution area).
Plus not very sure if it's the right overall idea, because I need semi-limited paths for my game.
Rather strange result that world generation is slow. Maybe I should use simpler alrorithms? Because my goal is 10x10 km which might take up to 10 days to generate at present speed.
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