xeenophile
Barely Literate
Hello. I've started my gridder/blobber experiments with an inward facing cube and conditional wall rendering cells and that's certainly sufficient to visualise interiors. When I compare something like Amberland with Islands of the Caliph I feel a sudden urge to... make it a lot more complex. I've also been wondering if it's better to render outward facing or inward facing walls. Both are useful, but I don't want to implement and support both. Obviously inward facing cells are better for interiors. If you want to make a 1 width hallway, you only need to modify one line of cells. With outward facing cells, you'd also need to adjust the neighbouring walls (set texture, render flag etc.). On the other hand, if you want slopes or other non-cuboid terrain and you want to have stairs with walls below them, the neighbouring cells would need to know how to mimick the shape.
I made an inventory of different meshes I would like to procedurally generate and the only practical approach I can think of is to have base geometry exclusively consisting out of inward facing cubes. Additional geometry can be added by inserting an outward facing mesh.
What are your experiences?
I made an inventory of different meshes I would like to procedurally generate and the only practical approach I can think of is to have base geometry exclusively consisting out of inward facing cubes. Additional geometry can be added by inserting an outward facing mesh.
What are your experiences?