I’ve been making some progress on worldgen lately-
- Rewrote the heightmap algorithm to be recursive. This has created a new wave of bugs to fix, and the maps are occasionally butt-shaped. I’ll try to gen one.
- The ugly seams are back, but for some reason, the map looks normal except for a standout, noticeable line running down the seam. It’s on my issue list.
- Rewrote the views to take any variable. This means I’ll have to write a more complicated view system, but for now it’s easier to get look at the height maps of the variables (there are more than just elevation).
- Wrote a flood-fill algorithm that works on cyclical maps. That was really cool. I use it for the oceans, and I’m sure I’ll find other ways to use it.
One of the major problems is that the heightmap algorithm just won’t go any faster. I’m not particulary skilled with analysis, but I believe it’s running in O(n) time, with n being the number of pixels in the map. I’m of the opinion that any further optimizations in the python will be minimal.
I’m at the point where I’m going to start considering C height mapping, but I’ve got to track down a few bugs before diving into that.
People say that God is dead, but how can they think that if I show them the Devil?
This movie scared the shit out of me
I’ve been programming seriously for about 2 years and just encountered my first legitimate stack overflow.
I don’t even know if I should trust my intuition here- every time this has come up before, it’s been a simple bug.
In case you like troubling news delivered with a side of cute pictures.
Twigs and buds
Photos of real winter twigs to help you identify trees in winter
I thought one of my followees posted some sweet wands…