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Aug. 10th, 2015

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Aug. 10th, 2015

  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • programming
    posted @ 12:54 pm

    actually in programming news

    so my rhombic-dodecahedral setup has come a ways since i last posted a bunch of screenshots, which is neat, but increasingly it's like... it runs into the same problem as minecraft, which is that the world cell size is large enough and rigid enough that it's impossible to do subtle detail. this has kind of been a problem w/ the setup from day one, and i have yet to figure out a good resolution to that problem. like the first draft was adding lines between any grid vertices and then drawing polygons on top of those, which would... help, but idk it doesn't really seem sufficient unless the generated world geometry is mostly lines and polygons instead of just cells.

    soooooo i've been dwelling on that some recently, and still not really coming up with any good solutions. probably i should keep digging at my random-generation code and see what i can add, since once i start generating more visually-complex areas that might give me a better idea of just what i need to add.

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