Quick update which is really just me wanting to post some lovely screenshots. Anyway, I rewrote the roads in a more object orientated manner so now there are seperate classes for the two (will be three) seperate types of road and you can adjust the characteristics of each one seperately. So, for example, if you wanted lovely big wandering winding roads but grid patterned smaller roads you can now do that by clicking on the desired road!
I also made the terrain get height function much more accurate which allowed me to create a rather lovely algorithm that finds the best direction for the road to continue on that will see it going up the least steep inclination. Anyway, it’s easier to see with screenshots (of which I have plenty!)
As you can probably see from the screenshot the road follows the edge of the hill rather than going over it! Anyway, some more screenshots:
2 shots from the same perspetive. One with buildings one without. Shows the roads kind of snaking up hill and avoiding the steeper area on the right hand side.
And now for a couple of bmp outputs using my lovely bitmap output tool thingo of generations I left on and forgot about. The bitamp doesn’t output the height yet (it will though, it should be pretty easy since it’s loading the height from a bitmap to begin with! anyway, you can clearly see on the following couple of pictures that roads are following some kind of contour. It looks damn pretty too! Think I’m going to get one of these tattoo’d on my back I love them so much!
Anyway, that is all, hope you enjoyed that blog viewer!




