Killing the Heightmap: Why I Switched to Noise-Driven Terrain Texturing in My Civ-Style RTS
I ditched rigid height-based terrain blending for a noise-driven system that creates natural biome transitions in my hex-based RTS.
I ditched rigid height-based terrain blending for a noise-driven system that creates natural biome transitions in my hex-based RTS.
I overhauled terrain texturing in Civ RTS by switching to discrete height map combination and post-blur, fixing jagged biome edges and boosting performance.
I fixed persistent terrain texture misalignment in my hex grid RTS by centralizing map settings and integrating a unified texture atlas system.
How I replaced rigid height-based terrain with a dynamic influence system in Godot for more flexible biome and gameplay design.
I slashed frame times in my hex-based RTS by restructuring unit logic around data-oriented design in Godot—here’s how.
How I upgraded Civ RTS's hex tile selection system by swapping outline meshes for dynamic materials—cutting draw calls and fixing deprecation warnings.
How I overhauled building placement in Civ RTS to use real 3D geometry instead of grid snaps for better collision and scalability.
I removed two underperforming plugins from Gear to Glory 4.3—trading bloat for stability and maintainability with Godot’s built-in tools.