Tachtra
tachtra.bsky.social
Tachtra
@tachtra.bsky.social
Oh yeah
October 18, 2025 at 6:11 PM
I will probably have to implement a chunk system to unload far-away/unused chunks.
Separate from the world-generation, I have developed a tile-placing system to place tiles into the world (relatively underdeveloped still). There are 4 broad tile types, which however automatically adjust to
December 6, 2024 at 6:24 PM
Ontop of that, I have implemented a level of detail system for different levels of camera zoom, so the entire map can be rendered at a reduced scale, while allowing the greatest possible scale at the highest level of detail.
Currently, the scale of the map at the biggest consists of 16k*9k tiles,
December 6, 2024 at 6:17 PM
Considering my new following of a lot of programming-interested people, I suppose I should post some stuff I have been working on recently.
It consists so far of a simplex-noise generated finite map, programmed with the fragment shader version of simplex noise.
December 6, 2024 at 6:09 PM
Trying to improve my traditional art skills, critique encouraged!
October 7, 2023 at 12:23 PM
I am working on a city builder/planet colonisation sim game with procedurally generated maps in Java, using fractal simplex noise to generate a base map, and modifying it with some 2-point interpolation-based functions and another noise map. This is a height map, the land in red in 500 meter steps,
August 7, 2023 at 4:09 PM
My guys I need help making my map more beautiful, how do you best colour biomes and add mountains and hills and such (for digital, am planning on redoing the map on my computer)
August 7, 2023 at 9:57 AM
Here is a commission I drew for someone on Twitter
August 7, 2023 at 5:44 AM
Heres my commission sheet btw if anyone feels like commissioning me (would be cool, need a bit of money rn)
August 7, 2023 at 5:35 AM
First clock
August 7, 2023 at 4:49 AM