{"id":125,"date":"2018-04-20T23:12:05","date_gmt":"2018-04-21T04:12:05","guid":{"rendered":"http:\/\/www.chroniclesoftright.com\/blog\/?p=125"},"modified":"2018-04-20T23:12:05","modified_gmt":"2018-04-21T04:12:05","slug":"terrain-testing","status":"publish","type":"post","link":"https:\/\/www.chroniclesoftright.com\/blog\/2018\/04\/20\/terrain-testing\/","title":{"rendered":"Terrain testing"},"content":{"rendered":"<p>I thought a good way to get back into development would be to re-familiarize myself with the height map system.\u00a0 It turned out to be a good place to start because I wasn&#8217;t 100% on how it all worked but now I think I am.\u00a0 Small changes in the red value on the maps make huge differences in the terrain height.\u00a0 Changes to the green value are mid-range.\u00a0 Changes to the blue value as pretty minuscule.\u00a0 This was the intended design, but I may have had the blue and green values switched.\u00a0 I&#8217;m not really sure, but in any case it is correct now.\u00a0 Also, it turned out my game code works just fine with the newly created height maps.\u00a0 So I can make something in GIMP, upload it, then run around on that terrain in the game world.<\/p>\n<p>Since I&#8217;m clear on the terrain system, my next step is to improve my terrain editing tools.\u00a0 I can use an image editor like GIMP, but it&#8217;s not practical.\u00a0 The difference between [r,g,b] values of [128, 0, 0] and [129, 0, 0] (or 0x800000 and 0x810000 in hex) is virtually invisible to the human eye, but it&#8217;s a height difference of 256 meters in the game world, which is a pretty big deal.\u00a0 I already have a mechanism to raise and lower individual terrain vertices, but I need to develop something more like a brush tool that can be resized and dragged across the terrain to raise or lower multiple points simultaneously.\u00a0 This will be a little complicated to implement, but with that tool I&#8217;ll have a real terrain editing system and I can move into asset placement tools, which will be much more fun.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I thought a good way to get back into development would be to re-familiarize myself with the height map system.\u00a0 It turned out to be a good place to start because I wasn&#8217;t 100% on how it all worked but now I think I am.\u00a0 Small changes in the red value on the maps make&hellip;<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-125","post","type-post","status-publish","format-standard","hentry","category-planning-and-development"],"_links":{"self":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/125","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/comments?post=125"}],"version-history":[{"count":1,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/125\/revisions"}],"predecessor-version":[{"id":126,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/125\/revisions\/126"}],"wp:attachment":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/media?parent=125"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/categories?post=125"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/tags?post=125"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}