![]() ![]() You don't really get any new features, you just get refinements on features already there. To get an idea of what I mean, consider a few iterations of the diamond square algorithm from the gameprogrammer article: it just builds the same world at a finer and finer scale. I don't like the idea of going from n=9 (513 cells) to n=10 (1025 cells) with no middle ground! I didn't like it one bit.Īlso, and perhaps even worse, while setting n to a larger number creates a larger map, it's not really that it builds a larger world. ![]() First and foremost, it can only build maps which have dimenions 2^n+1. It does, however, have some unfortunate limitations. ![]() It breaks the algorithm down into tiny bitsized steps, and is awesome! My guiding light in this part was an article from on fractal terrain generation. I liked the look of Diamond-Square a little more, and it seemed easier to implement than Perlin Noise anyway. Okay, time to talk about the random terrain generation algorithm, so that you too can have some cool maps!Ī little research brought me to two common random terrain algorithms, Perlin Noise and Diamond-Square. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |