Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Blog: "Tech feature: Noise and Fractals"
Thomas Offline
Frictional Games

Posts: 2,634
Threads: 184
Joined: Apr 2006
Reputation: 68
#1
Blog: "Tech feature: Noise and Fractals"

Added some procedural-generation tools to the engine.

http://frictionalgames.blogspot.com/2010...ctals.html
11-08-2010, 11:34 PM
Find
WindexGlow Offline
Posting Freak

Posts: 1,108
Threads: 70
Joined: Mar 2007
Reputation: -5
#2
RE: Blog: "Tech feature: Noise and Fractals"

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/...linmod.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.

Please -REP me.
Honestly, please do. I want to see how low I can go!!
Ignore that error message too. Just ignore it and keep going to give me -rep.
11-09-2010, 12:35 AM
Find




Users browsing this thread: 1 Guest(s)