Spellcaster Studios

Make it happen…

Still working on lakes

The results still aren’t looking good…

screen461

The current algorithm is to fill a cell with a large value and then apply a kind of blur filter on the map, being selective on the heights (so we don’t use the value from low terrain to change higher cells).

The problem is that there seems to be only two results from this… The above one, which spreads too far and with not much control over the lakes overall shapes, or a clamped version, which just doesn’t do any lakes at all…

This still might be an implementation error somewhere, since playing around with values on pen and paper seems to work fine, but testing this is very complicated (too many cells to debug individually)…

Now listening to “My Name is Skrillex” by “Skrillex”

Link of the day: Here’s an amazing link explaining the basis behind physically-based rendering (PBR), very good for non-technical people to understand the terminology and reasoning behind it: http://www.marmoset.co/toolbag/learn/pbr-theory

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