I think it would be perfect. The fact that you are familair with Blitz already really is a huge help. Earlier in this project's development there was some discussion about what should happen when the player wanders too far away from the path. Some people suggested the map wrap around to the other side if the player goes far enough horizontally. Others said it should continue to be generated as the player wanders farther away with sections that are no longer within a certain range from the player being written to a file. There was also the suggestion that if the player wanders too far, the path should disappear completely from the map and the monster should close in on the player. For the time being, I think we should just wall off the horizontal boundaries. Once we have more of the forest working we can change it pretty easily.juanjpro wrote:Here's a procedurally generated mesh for the forest:SpoilerDownload link: https://www.mediafire.com/?p6y3idp2edw689a
The height and brightness of each vertex is randomized, if we adapt this to texture the mesh with RisingStar's algorithm, it might look pretty good. Making it spread "infinitely" by the sides shouldn't be too hard to do. What do you think?
Also, thank you for posting the source each time you create an update. This ensures that we don't lose any more data, and makes it a lot easier for us to work with your code as you write it.


