Integration of the new terrain is almost done. All that’s left is the decoration system, which is getting an overhaul, and the water, which is also getting an overhaul.
I’ve also took another step at more flat shading by separating the two triangles from the quad! Now we won’t have a terrain of quads that look flat at points, and then oddly shaded in others.
So I give you a test course, that also showcases the new possibilities of the new terrain:
The mound surrounded by bunker is the hole. The mound can be nicely sculpted with the vertex tools, making it as flat or as smooth as the player wishes. Below you can see the wireframe:
8 directions, righteous! Now the terrain shaping tools are even more useful, specially the vertex tool. Gonna have some fun adding water to this and seeing how it turns out!
Stay tuned for tomorrow’s update and new demo!
Today’s update is about to make terrain building more interesting!
If you’ve paid attention so far, you may have realized that the terrain mesh we’ve been using is composed of simple quads, all in the same order, in the same direction and whatnot.
Which is workable, and how most games do it. But I decided to change, influenced by my time playing Transport Tycoon, which used a form of alternating the triangles in the grid to make some more interesting and well connected terrain. So now, the triangle strip looks like below:
What does this mean?
It means that, before, each vertex could be connected to 6 other vertices at most:
-Top, Bottom, Left, Right, and two diagonals one on the same direction.
Now, as you can see below, each vertex can connect to up to 8 vertices, one in each Cardinal and InterCardinal directions. This gives you more freedom to shape the terrain in interesting ways, which is great!
A simple experiment with just random heights:
Once I’m done reintegrating the new terrain, I’ll make a new update with some interesting terrain possibilities!