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Once the map is beginning to take shape and already created the rivers and roads, it is time to move to the mountains.
There are several ways to create isometric mountains. For example, we can draw them in code with the following elements:
- A base texture: For example grass.Read More
- A second texture: For example snow for heights.
- A heightmap (or bumpmap) : Where the intensity of white indicates the height of the 3D mesh and the height where the snow starts to appear.
- A lightmap (normal map if you are using dynamic lighting): Include lighting on land is expensive, we can supply the illumination ...
February 9, 2014 Hispania
Superb! Our map is taking shape, and soon you will see how is getting substance. As an example we introduce you to the next layer: the share of bridges, roads and Roman roads .
The bridges over the rivers are put at the points where roads and driveways are going to cross them. For a more varied illustration, we have chosen to place wooden bridges over the rivers when crossing a road, while for the Roman roads we have used stone bridges.
With regard to roads and Roman driveways further explanation is necessary. The reason to separate these two different types of road is important...Read More
February 2, 2014 DevBlog
Currently the resolution of the screens is increasing very quickly due to the continuous reduction of components. Therefore, it’s possible to put more pixels per inch (ppi). In particular, it is common to find computers with the following resolutions:
- FullHD (1920×1080 px): A standard and, during 2013 and 2014, one of the most common screen resolutions.Read More
- Retina (various resolutions): In early 2014, with this type of display, you can reach resolutions over 3840 x 2160 px.
- 4K (4096×2160): Starting to extend from the end of 2013, these types of screens are becoming more common each day.