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Felucca Online

Roadmap

Organic biome borders and height-based terrain blending

Status
In review
Milestone
The world
Area
WorldRendering
Priority
high
Updated

User feedback with a screenshot of a swamp beside sand: the ground reads as a chessboard of blobby diamonds. Causes: a per-tile Bayer dither in the biome classification of the map data, and the terrain shader's four-centre pick with a noise wobble and a dither band.

Done when the swamp/sand, a forest edge, a beach and a town street show no checkerboard or diamond blobs in client captures, the lookup cost is measured, and tests pass.

Built on claude/terrain-blend-165434: domain-warped climate borders in the bake, a hard per-texel height pick between the terrains of the 3×3 tiles around each texel, kerbs and quays kept, uniform-neighbourhood fast path. Follow-ups: terrain-stochastic-tiling, terrain-macro-variation.