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#ActualJTippetts

Posted 18 April 2013 - 09:22 AM

The typical tool used for this sort of thing is continuous noise (aka, Perlin noise and variants). Such functions can be constructed to be infinite (or at least practically infinite, within the limits imposed by data types) and can be layered upon one another to create more complex terrain. Noise is excellent for outdoor/natural areas, but less excellent for artificial terrain constructions (forts, towns, etc...)

Edit:
To illustrate, here is an image of some noise patterns I had generated a couple years ago using my noise library, and posted in my journal...

PIZ19ie.jpg

If you generate a function like one of these (or any of an infinite number of other patterns) and assign values of gray to different tile types, you can end up with some pretty decent looking terrain.

#1JTippetts

Posted 18 April 2013 - 09:15 AM

The typical tool used for this sort of thing is continuous noise (aka, Perlin noise and variants). Such functions can be constructed to be infinite (or at least practically infinite, within the limits imposed by data types) and can be layered upon one another to create more complex terrain. Noise is excellent for outdoor/natural areas, but less excellent for artificial terrain constructions (forts, towns, etc...)

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