Update

Update: Moving Website to AWS

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I’m currently moving hosting providers from Hostgator to AWS, so sorry if the site has gone down over the last week! I think everything is up except https which I should get fixed in the next week. In the spirit of this blog, I might as well comment on the moving process. I moved from […]

Update

Update: ECS and New Posts

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Whew summer is over. I ended up being even busier over the summer than last spring. I’m working on a startup, which is fast-paced and rewarding, but it really is a time black hole (things a physicist wouldn’t say for $100). I worked on the project some over the summer, but when my hours devoted […]

Update

Update: Unity

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As I stated in my last post, I don’t have much time to work on this project right now. However I’m still working on it some. I’ve been porting it to Unity so I don’t have to worry about rendering. The above is a low-res pure noise map. Why did I switch to Unity? I […]

Update

Update: Climate Sim Stability

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This week I encountered an interesting simulation stability bug in my climate. All the air in my simulation was steadily traveling from low to high altitude. I haven’t posted on my climate simulation section yet so here’s a little background on how it works. I hope it’s enough to help this post make sense. My […]

Update

Update: Erosion

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The erosion algorithm is showing signs of life. Here is the first time I’ve gotten water to flow to their natural pooling areas. I’m not sure if these are closer to lakes or rivers. My simulation isn’t very stable; right now all land surfaces eventually become covered in hundreds of meters of water. I need […]

Update

Update: Fault Upgrades

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I was cleaning up my tectonic plate and fault algorithm and got frustrated with several parts of it so I decided to redo much of it. That involved going all the way back to the Voronoi code and fixing a couple of longstanding bugs, improving and generalizing some floodfill/breadth-first-search functions and rasterization functions, and reimplementing […]

Update

Trying Out Rendering Methods

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I’ve been struggling with rendering my heightmaps for a while now. My last Update post was more or less venting about how I wasn’t sure whether to attribute flaws and improvements in my heightmaps to my actual heightmaps or the color schemes I was using to render them. Whenever I code a new feature, I […]

Update

Rendering

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I’ve been generalizing my renderer so I can display color maps of all the tile properties I’m generating instead of just the elevations. I thought I’d post some of the color maps that were generated while I tried to figure out better-looking color coding. It always takes a more time than I expect to find […]