Posts Tagged procedural

Simplifying the Landscape

At the end of the last post I wrote about the actual implementation of my Clockwork Aphid project, I said the next step was going to be display simplification. At that point I’d generated a few landscapes which were just starting barely starting to test the limits of my computer, though they were nothing like […]

, , , ,

Leave a comment

Features

So, in my last post I remarked that for procedurally generated landscapes to be interesting, they would need features. But what sort of features was I talking about? Population centres, in particular, tend to to be found close to certain kinds of… things. The first of these which always comes to my mind is the […]

, , ,

Leave a comment