A Trek Through the Desert
from
JoeUser Forums
Well, the planet surface is shaping up nicely. After taking a bit of a detour to deal with some underlying non-graphical stuff (yes, there's more to games than graphics), I've been working on ways of blending different terrain types so that they look reasonably 'natural' but are still easily identified for what they are. Water and snow-capped mountains were easy because they're colored based strictly on elevation, but other features have proven to be a bit trickier. I messed around with some texture blending and wasn't quite satisfied with the results--there wasn't enough contrast between usable and non-usable tiles even when I used very contrasting textures. Also, everything tended to blur into a muddy, fuzzy mess and the frame rate took a hit to boot. So, I decided to revisit my terrain coloring technique to see if I could modify it to take the terrain type into account when it's coloring the tile. After some thought and a few false starts, I settled upon an approach that seems to work pretty well. So far, I've only got it working for deserts, but it's easily expanded to accomodate other terrain types--the hard work was getting it to this stage. There's a detail shot below which demonstrates this blending technique quite nicely. In it, you can see how the desert blends into the surrounding non-desert tiles--but don't take my word for it. If you think it's not clear which tiles are the desert tiles, let me know! Now it's time for me to do some last-minute Christmas preparations, so I'm outta here!


