Imma talk about my new island generator at Sweden Game Conference (@SwedenGameArena) on Friday (no idea if its gonna be recorded). Naturally, I'm preparing by implementing some nice timing and visualization.
@SwedenGameArena While implementing said visualizations, I discovered several buglets, glitches and irregularities that were not obvious before. There's probably a lesson in there somewhere.
My WFC is failing quite often, as you can see. I blame the rivers. WFC is bad at long thin things, and it's even worse if they are directional. Fortunately, I've managed to write it threaded and fairly optimized this time, so at least it's failing fast
Turns out writing things threaded is a great way to find out if they are properly deterministic or not
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More talk prep. Gonna have another go at persuading people to cut their tiles along the dual grid instead of the main grid. I genuinely don't understand if this is rare because people don't know about it or if there is some drawback I'm not seeing.
Most gameplay logic (like collision and navigation) should still happen on the main grid. And all object-like sprites, like characters, houses, etc, should also go on the main grid.
The 3 fundamental features of any tile based system are Houses, Rivers and Roads.
The cliffs and mountains in Humankind look absolutely fantastic. Seamless, smooth, yet sharp and expressive. I can't figure out how they're doing them... is it a tile-based approach? A mega texture, baked on the fly? Some combination?
It looks good enough to be properly eroded at a huge resolution at load time. Yet there are repetitive elements (and even occasional mirrored tiles), which heavily suggests some tile-based approach.