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Mercator is designed in such a way that individual tiles can be generated on-the-fly from a very small source data set. Each tile uses a fast deterministic random number generation to ensure that identical results are produced "anytime, anywhere". This enables transmission of terrain across low bandwidth links as part of the standard data stream, or server side collision detection with the same terrain that the player sees.
The use of tiles means that there is inherently a large degree of gross control of the shape of the terrain. Finer control is implemented by allowing geometric modifications - for example, a polygonal area might be flattened, or a crater could be applied.
Mercator: a procedural terrain library ====================================== This is a development release. The API is currently not frozen. Stable releases of other packages should not be made against this software. Mercator is primarily aimed at terrain for multiplayer online games and forms one of the WorldForge (http://www.worldforge.org) core libraries. It is intended to be used as a terra more»
mercator (0.3.0-2) unstable; urgency=low * marked symbols as optional for GCC 4.7 (closes: #667274) -- Stephen M. Webb <email@example.com> Wed, 30 May 2012 09:40:42 -0400 mercator (0.3.0-1) unstable; urgency=low * new upstream release * new maintainer: Debian games team (closes: #653975) - added myself as uploader * changed binary package names for SONAME bump * update more»
2011-02-13 Al Riddoch <firstname.lastname@example.org> * Release 0.3.0, interface version 1 2011-02-12 Al Riddoch <email@example.com> * Major overhaul of the area and mod systems removing code duplication, and to make them more consistent. Allow areas and terrain mods to be updated in place. Fix a number of issues and memory leaks. 2010-11-14 Al Riddoch <alriddoch@googlemail. more»
Why are HEIGHT, ROUGHNESS and FALLOFF referenced outside Basepoint? Consider if Segment::m_xRef cou more»