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You could interpolate and make the grid smaller. Basically the idea would be to take those large squares and make them smaller so that the edges are not so obvious.

I posted the algorithm here with an example and some pretty pictures:

Creating colour spectrum by light flux values

Essentially, you would have to take your generated map data array -- and then just stretch it out over a larger map array, making the edges look a lot smoother. This would be an alternative approach to utilizing bitmasking.

Considering you are already converting your map into a mesh, I would assume this wouldn't be much of a performance hit during gameplay, so as long as you pre-calculate it all during the map creation portion.

Edit Alternatively to this -- you could also just sample a larger dataset so that your world is larger to begin with.

jgallant
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