Killing the Heightmap: Why We Switched to Noise-Driven Terrain Texturing in Our Civ-Style RTS
We ditched rigid height-based terrain blending for a noise-driven system that creates natural biome transitions in our hex-based RTS.
We ditched rigid height-based terrain blending for a noise-driven system that creates natural biome transitions in our hex-based RTS.
We overhauled terrain texturing in Civ RTS by switching to discrete height map combination and post-blur, fixing jagged biome edges and boosting performance.
We fixed persistent terrain texture misalignment in our 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.
We slashed frame times in our 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.
We removed two underperforming plugins from Gear to Glory 4.3—trading bloat for stability and maintainability with Godot’s built-in tools.