# first.items[].content
Spent some time today reworking local travel lines to recursively bisect a direct path to the destination and offset based on perlin weight rather than just wandering along the lowest noise path. The result still gives winding paths, but less circuitous ones that I can more easily limit the length of. Here's a before and after.

# first.items[].contentMap.en
Spent some time today reworking local travel lines to recursively bisect a direct path to the destination and offset based on perlin weight rather than just wandering along the lowest noise path. The result still gives winding paths, but less circuitous ones that I can more easily limit the length of. Here's a before and after.

# first.items[].attachment[].name
A screenshot of an excessively long local travel path with the old system where the path moves toward the destination, gets very close, and then takes a winding path away that circles around the large travel line's destination before eventually arriving at the local destination. Although curved, the path is blocky/jagged in a way that doesn't feel natural.

# first.items[].attachment[].name
A screenshot of a typical local travel line generated with the new system, which generally moves toward the local destination, winding southward as though avoiding a mountain or following a river, before curving back to arrive.