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The system is a 3D extension of traditional 2D isometric grid systems. In such systems, each 2D block is usually a square. The landscape designer paints a grid, using several sets of blocks (e.g. plain, plateau, swamp). Each square is assigned a random block from the chosen set. It implies the border of all blocks in a set must be compatible. When the designer chooses another set, the software select the proper join between the blocks of the two different sets from a set of transition blocks. To produce transition blocks, the simplest way is to create three basic blocks. The resulting landscape is however quite monotonous:

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Using nine basic transition blocks, positioning borders at either 1/3 or 2/3 of an edge, is a well-known improvement:

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Standard Block Design

In a block set, all the blocks must be geometrically compatible. The texture at the border of a block must continue at the joint border of its neighbour (the left picture below shows a wrong block border while the right one shows a correct border).

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To produce a textured block, respecting the block constraints, the designer works on a pattern, seeing ghost copies of his work on adjoining blocks.

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Transition Block Design

To join blocks of two distinct sets, we can't use standard blocks but must use transition blocks. The left picture below shows a wrong block border while the right one shows a correct border).

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The designer has to produce nine transitions blocks for two block sets. He works on a 3D pattern.

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The designer can assign each block some attributes, for example he can decide if a slope can be walked over or is a barrier. This helps generating the collisions.

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