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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Fixing heightmap seams

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Fixing heightmap seams

Norman Barrows
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blending heightmaps.


each type of elevation (ocean, flat, hill, mountains, and impassable mountains) possible in 5x5 mile map square has its own procedural heightmap, when map squares of different elevations meet, the heightmaps don't necessary (read: never) line up. when i first started working on drawing the ground, i spent about a week trying various algo's to make things seamless. when it got to the point where the next thing to try was the algo that eventually did the trick, i stopped, and forced all borders to slope to y=25. a few months later i decided to have another go at it. the trick is to "sew up" (slope to an average of the two heightmap values at a point on the edge) all the north-south running seams, then feed those results into the code that "sews up" the east-west running seams. the result is 4 different heightmaps that meet at a corner as smooth as a baby's bottom. this heighmap blending algo will work for any types of heightmaps from any source (procedural, bitmap image, etc). if you can get a y value given an x,y location from your heightmap, you can use this algo. i've seen threads on the site here where folks are having problems with perlin based heighmaps and chunks, and their perlin funtions are out of phase from one chunk to the next. this is one possible solution for that and any case where two different heighmaps meet.


© CAVEMAN (C) 2000-2013 Rockland Software Productions

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