2D Random Terrain Generation
#1 Members - Reputation: 326
Posted 05 June 2012 - 09:24 PM
#2 Members - Reputation: 280
Posted 06 June 2012 - 05:02 AM
My open source DirectX 10/11 graphics engine. https://sites.google.com/site/dawoodoz
"My design pattern is the simplest to understand. Everyone else is just too stupid to understand it."
#3 Members - Reputation: 181
Posted 06 June 2012 - 08:14 AM
#5 Members - Reputation: 169
Posted 06 June 2012 - 12:31 PM
Perlin noise can create initial areas -> for example forest/mountains/sea/villages.
Then you can start planting seeds for grass/trees. simulate wind for seed displacement (with care for obstacles like mountains/rivers etc.)
Pelin noise is good for lot of things, after first mountains are placed you can use erosiond and sedimentation for making canyons etc (don't know how will look with square tiles, for example removing a piece of mountain making it grassy and the put some rocks below).
For roads you can still use border of regions/areas. But a random spline is fine too!
#6 Members - Reputation: 1838
Posted 06 June 2012 - 12:31 PM
JTippetts has his Accidental Noise Library available on his website and outlines some various steps that he used to generate random 2D terrain.
I found these journal entries of his pretty useful:
http://www.gamedev.net/blog/33/entry-2249260-procedural-islands-redux/
http://www.gamedev.net/blog/33/entry-2249282-hooking-into-the-tree-to-build-a-map/
http://www.gamedev.net/blog/33/entry-1895315-rivers/
He hasn't really updated his accidental site in awhile, though. I keep hoping he will some day. *wink wink, nudge nudge*
#7 Members - Reputation: 326
Posted 08 June 2012 - 01:20 AM
Perlin Noise Terrain Generation
Edited by breinygames, 08 June 2012 - 01:20 AM.
#9 Members - Reputation: 1408
Posted 08 June 2012 - 04:04 PM






