[leveller] Re: Terrain abstraction
- From: "Ray Gardener" <rayg@xxxxxxxxxxxxxxxxxx>
- To: <leveller@xxxxxxxxxxxxx>
- Date: Sat, 12 Nov 2011 14:24:57 -0800
Yeah, that's some very cool stuff, thanks.
I'm going to add read/write shape access to the plug-in SDK, and let end
users (well, the more programmer-oriented ones) make their own solutions.
Especially given the huge number of different approaches people can take
with vector-based processes. If I have time, I can provide example plug-ins
that make it easier to jump in.
I'm probably going to have to make all shipping builds (32 and 64 bit) be
done with the latest Visual Studio however, otherwise plug-ins will have
hosts that are using different MFC and C runtimes.
Ray
From: leveller-bounce@xxxxxxxxxxxxx [mailto:leveller-bounce@xxxxxxxxxxxxx]
On Behalf Of Carl Lingard
Sent: Saturday, November 12, 2011 1:15 PM
To: leveller@xxxxxxxxxxxxx
Subject: [leveller] Terrain abstraction
Hi Ray, I found a coding blog which may be relevant to what I posted a few
weeks ago
http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-gene
ration/
http://www.voronoi.com/wiki/index.php?title=Rivers_and_watersheds
Could this approach be used to create terrain where the user works with a
vector interface?
Lots of fascinating ideas here anyway.
Carl
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