bastecklein said:I wonder if I can come up with a (non-performance killing) way to do this in the engine without having to draw hundreds of new tiles. To have shorelines with every ground type in the game would require a ton of artwork to be added, but if one shoreline "mask" could be made and then the engine would automatically blend the two textures at runtime, then the game could support shorelines with an infinite number of ground/water type combinations.
I may not even know what I'm talking about, but I am somewhat familiar with the concepts of game coding and I think I understand what you were referring to, but maybe not.
So by mask, are you talking about an over-layer that randomly generates rivers and shorelines during the loading phase of the game and then edits each appropriate ground tile texture to have different shapes/shades of water on it? If so, that would definitely save performance because you wouldn't have to have to do it during runtime. You would, however, have to re-render the ground/water combinations every time a colony passes a certain atmospheric stage(both on the way up and on the way down) and the ground changes, but it might only cause a short spike of lag instead of constant lag.
I've worked a little bit with randomized grid layering before, and I was able to create a generator that would create a basic grid with islands with beaches, but I never worked with rivers and shorelines. I wonder how that would turn out. Would be pretty interesting to see my colony with randomly generated water patches,. In fact, having a sea level indicator where the water slowly rises and spreads and destroys whatever it touches when sea level is increased would be fun. But you would have to make an elevation value for each ground tile and generate that at random and anything below a certain elevation(sea level) value be painted with water, and that might kill performance.