do you need to compute the alpha values from the rgb channels of the current image, or are you using a different image as a source?
I am somewhat basing it off the current image. I basically want to take the current image and then stretch the range of values to be full 0-255. That way a dark texture won't always fall below a light texture. The current best way for me seems to be to use paint.net to convert to greyscale, adjust the range manually based on the histogram, then save the greyscale image and import both into the directx texture tool.
Another method is to create a separate greyscale image that serves as an alpha-channel. You can use the DirectX Texture Tool to load the image into the alpha-channel of an RGBA image to combine the two.
I like this one. I want to be able to manipulate the range of the heights that I am generating.
Usually in .net a call to read from the network will block the thread until either the connection dies or data is received. Instead of blocking just check the network buffers each tick to see if anything exists then read from it. (This applies for TCP, but I'm sure you could do it for UDP aswell). I don't feel its necessary to create multiple threads for reading/writing to and from TCP network buffers.
I'm doing it for UDP. It isn't necessary to create multiple threads just to read from the network, but it seems at least somewhat necessary to create multiple threads for different game features. Networking is one of those so I am creating a thread for that. I just don't want it tying up as much time as it can when it won't be active 100% of the time.