AndreasR wrote:Thanks for the idea for how to render beaches. I have committed an update and released it to the production server.
I saw it already

I tried running the server using vagrant but it uses way too much memory… with the computer swapping plus build.sh and F5 being slow, it wasn't as fun as I expected
AndreasR wrote:Do you have more ideas about how to make it look more realistic?
I wouldn't be able to make it photo-realistic (and I don't think it would be a good thing).
I think the heightmap could be smoother on the coast and sharper near mountains. In fact I have the following formula in mind:
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average_tile_height = medium_factor * distance_to_sea + big_factor * terrain_modification + small_factor * mean(terrain_modification of neighbouring tiles)
where terrain_modification is medium for hills, big for mountains and small negative for sea. It's just a guess, I didn't test it…
Cast shadows from mountains would add up to realism, but it's difficult to do. Trees in forests would be great
AndreasR wrote:For example, how do we get tile edges to blend smoothly?
If you mean avoiding the green lines between tiles, I think they are due to multisampling when accessing the map texture. I wasn't able to improve the quality by rounding the UV coordinates (all I could get is uglier aliased lines…). A solution would be to pass the correct UVs (computed in JS) through the vertex shader. Add a few additional pixels around the textures to avoid problems with multisampling near the borders.
Louis