polyadvent

A game engine from scratch in C
git clone git://jb55.com/polyadvent
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commit e6bb503bf9a2947e2f0c934b004dfd3a7d44d7fe
parent 81a52fbdaabd1fc1e321d6dce6cbf55677f46e1f
Author: William Casarin <jb55@jb55.com>
Date:   Mon, 29 Jul 2019 08:01:02 -0700

smaller pdist fixes collisions

Now that we only use the grid vert lookup for finding touched triangles,
having a smaller grid fixes wonkiness. I guess this makes sense but I can't
articulate why in any more detail.

Diffstat:
Msrc/terrain.c | 2+-
1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/terrain.c b/src/terrain.c @@ -207,7 +207,7 @@ void create_terrain(struct terrain *terrain, float scale, int seed) { del_point2d_t *points = calloc(terrain->n_samples, sizeof(*points)); float *verts = calloc(terrain->n_samples * 3, sizeof(*verts)); - terrain->cell_size = pdist * 1.5; + terrain->cell_size = pdist; terrain->n_cells = round(size / terrain->cell_size); debug("n_cells %d\n", terrain->n_cells);