Over the last few days/weeks/months, I’ve pretty much been coasting. For some reason, going back to the terrain generator is simply not appealing to me. I didn’t update the last thing I did - well, take a look at this:
That, right there, is the edge boundary between two chunks. You don’t have to squint very hard to see that this definitely is, in no way, natural. I think it has something to do with the diamond square algorithm, and the paper I referred to earlier in my series on generation touches on the subject, but I cannot, for the life of me, get it to look natural. It always turns out like this.
So, instead, I turned my energies toward video games for a while, as I am wont to do, to recharge. However, I think it’s time to start something new. Well, really, more like continue with something old.
I’m going to attempt to port JAGS from DarkGDK to SDL. Then, I will add new features to the game. I will most likely quit before I change anything significant, other than porting it, but hey, that’s the beauty of personal projects - you quit while you’re ahead. So, I’ve gone ahead and made a copy of my JAGS project in Visual Studio, started a SourceForge account, and set up Mercurial using VisualHG, in an attempt to understand what is so important about source control. I’ve also switched over the include/lib directories for my JAGS-copy. I’ll post some more later on my progress. Right now, I’m staring at a screen filled with little red underlines - the lines of code, DarkGDK specific, which I have to replace with lines of code that are SDL-specific - thinking about going back to playing Mass Effect 2 (in preparation for Mass Effect 3). There are hundreds of these little lines. Maybe almost a thousand.
I sigh, and shelve my dreams of defeating the Collectors for now, saving it for another day. Let’s do this.