Terrain Tuesday: The Sequel
Yep, I’m back for another Terrain Tuesday. I’m still not certain I will be maintaining a weekly update schedule, but with how steady progress on the terrain editor has been, it’s a possibility. So, what’s new? Well, you’ll be elated (or at the very least, interested) to learn that I’ve gotten around to implementing an undo button. It seemed like something that an editor should have. I even optimized it so that it doesn’t suck up mounds of memory when you get a stack of operations in there. This is accomplished basically by keeping track of the terrain data when the operation starts, then once it is finished (i.e. the user releases the mouse button) then it stores undo data only for the area that has been modified. I also added some slight optimizations (more to come) to the rendering, so that you can work with slightly more massive terrains without slowing your computer to a crawl. Don’t tell anybody, but I’m also working on a terrain erosion function too, but it’s not quite perfect yet. There are a few other cool things here, some planned features there, but let’s not spoil it too much.
I’m sorry to be the one that has to tell you this, but there’s not much in the way of new content to actually… show you. So, no new screenshots… Oh, what the heck. How can I argue with those teary eyes?
More to come… at some point.