Blog: "Tech feature: Noise and Fractals" - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Blog (https://www.frictionalgames.com/forum/forum-23.html) +--- Thread: Blog: "Tech feature: Noise and Fractals" (/thread-5376.html) |
Blog: "Tech feature: Noise and Fractals" - Thomas - 11-08-2010 Added some procedural-generation tools to the engine. http://frictionalgames.blogspot.com/2010/11/tech-feature-noise-and-fractals.html RE: Blog: "Tech feature: Noise and Fractals" - WindexGlow - 11-09-2010 Been making my own procedural terrain - about the third try, but first real terrain generator I've made that works well. I've been the Unity3D game engine for this stuff. Make 1 4channel perlin that stores various data (rivers, mountains, terrain type) while another 4channel is used for actual terrain height. http://img820.imageshack.us/img820/9038/assetsperlinmod.jpg http://img9.imageshack.us/img9/9743/assetsperlintex.jpg http://img821.imageshack.us/img821/4155/41107645.jpg It's going to be either 8x8km, or 16x16km I love doing things procedurally - I hope to have entire towns (and individual buildings) procedurally generated. |