My map generator is pretty much as done as it can be outside of the game engine... I can perfect the determination of the different areas, but what Tim is doing basically means we will be doubling up on code in that respect...
Tim has progressed well with his terrain generation, and we are about to start merging my random generator with his terrain generator to produce our level geometry... The tiles take surrounding tiles heights into account and create geometry to fill holes if necessary, creating cliffs and canyons... Next will be gradients for slopes between heights...
We will be looking into random height maps as well, to stop it being pretty flat all the time...
Tim identified an issue with the earlier map generator that was basically maxing out the CPU usage when rendering the map... We were only rendering 1000 flat square tiles and the player model, and it didn't like it at all...
The re-worked mesh generation has fixed this, and now works properly, including
In the middle of all this, we also fixed the lighting issue that has been plaguing us since the beginning... It was all about a backwards Z axis... our bad...
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