Let me introduce myself: my name is Rémi, intern at Insane Unity for 2 months. During this period, I developed the terrain editor of Win That War!.
As you may already know if you’ve read this first article by Doom, our maps are modeled by shaders using noise generators. This technique has the particularity to generate a infinite game space, simply by changing the value of the seed. Also, the use of shaders allow to harness the power of your (so expensive) graphics card.
The editor I was commissioned to create aims at making the creation of environments more enjoyable. Indeed, instead of typing dreadful lines of code, it provides an editable graph that describes the shape of the terrain with interconnected nodes. Especially, this should let Philemon create maps without risking a nervous breakdown.
The graph is made of two parts:
- the heightmap
- the splatmap
The first describes the the relief of the map. It mainly uses noise generator nodes to form terrain layers that are combined to each other.
The second is a logical system that determines where to draw each texture depending on the terrain characteristics (e.g. snow on the peaks, grass on the plain).
The result is directly rendered in the editor. Then the designer feels free to import textures, modify the nodes parameters and have fun exploring the world of which he is the god. Once the work is finished, we simply export the template in to the game to have access to a new environment, which we can generate an infinite number of battlefields for you, players.
You are now well informed. If like me you are drooling profusely while waiting to walk on these alien lands, you will have to wait a little (someone’s whispering in my ear that a multiplayer version will be released in early fall).
Now, I said “goodbye” to you because my internship ends this day. It was a pleasure.
Long live Insane Unity! Long live Win That War!