
different grass types and some view range improvement. Awesome background soundtrack by https://scratch.mit.edu/users/-starch-/
Next up
few sample Seed values. terrain is entirely based upon seed value. biomes are created based upon humidity, temperature, and elevation, all of which are generated by noise
few tweaks
a week ago my fps at this scale would be sub 30
small changes add up
Ricky Remodel thingymajiggy
adding grass outline wrApping. was a lot more difficult than expected
troubleshooting
added lighting. ripple effect is due to how the lighting works - tiles check adjacent tiles light level, and if its greater, they increase their light level by a set fraction of said tile.
Branched off to a side-scrolling version of the tile engine. Lighting now uses set transmission levels per tile, with heavier materials dampening the light and less heavy materials such as dirt allowing more light to phase through
Moonlight
fluid dynamics / viscosity now, did a test to make sure fluid levels were actually preserved during movement
ignore the funky player movement, it really needs to be fixed













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