* how their terrains are generated ? * how they handle the huge amount of data ?
I'm starting to examine and I'm trying to cut up in several steps the process to generate this kind of terrain. *Each hexagon has its own type of terrain (moutain, desert, meadow, etc...). As you can see in this picture (http://i590.photobuc.../Games/Moai.jpg), each type of terrain is well encompassed in its hexagon. The blending between ajdacent hexagons is quite good. *If you move quickly to an other part of terrain, we can see the loading of tiles (square tiles in Civilization 5). In this picture, i used the debug panel and we can see the square tiles Picture
I think they blend several little heightmaps between them and create a "big heightmap" in order to generate the geometry of the terrain. But : *How they cut up in several tiles and handle those data ? *How the texturing works in this case ? Because, when we texture a terrain, the shaders needs a splatmap in order to blend textures (grass, rocks, sand, etc...), and their square tiles may contain several parts of differents hexagons... I'm confused on this point.
I don't know how they made it, but from the look of it I would say, that they just use a standard terrain map (subdivided into square tiles for rendering/loading purpose). The hexagon grid seems to be an visual overlay and game design subdivision.