I have successfully finished the base terrain generation. Have a look!
With the help of forum user NicoFIDI, we managed to get quadratic interpolation working! However, I have switched to cosine interpolation because it is a bit smoother. The procedural generation follows the steps I outlined in the previous post: points are generated, connected, and filled. I am now working on chunks and making sure that the generation smoothly transitions from chunk to chunk. I'm very happy with the result - everything can be customized, from the peak of the mountains to the rigidness of the terrain.
Until next time!
November's monthly task is to finish the inventory rewrite (Crevis) and to begin drafting levels (Nesus).
The author of the blog is Niften, or Sour Apple. He posts daily near the end of the day, usually before 11:00 PM.