Today I’ve been working on making it possible to use the Isometric editor camera to adjust the blendmap. Here is an aerial view of the whole world (Realm).

It’s ridiculous large for a game area (to be loaded in at once anyway). This view is 50km square and takes the player model around 4 hours to run from one side to the other at a sprinting pace. Even if I hit my secret turbo key when I’m editing the game it takes a few minutes. This terrain uses a variation of the classic Quadtree which is what allows me to render huge quantities of triangles without killing the framerate. I’m not even using a top end card and it still easily runs at 60fps in normal game circumstances. In this aerial view it runs at 30-40fps rendering the whole world. By the time the game is finished technology will probably have moved on another generation anyway so I won’t worry too much about that for now.

The red and green represents where grass/rock or a blend of the two will be on the terrain. I can throw in blue later for something else like mud/gravel and I can use them to mean different things in different patches of the terrain (see Quadtree above) so, for example, red to mean grass in one terrain patch or snow in another.

Anyway here there aerial view coloured by the blend map:

 

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