Members - Reputation: 327
Posted 02 September 2012 - 03:34 AM
It's pretty obvious to tell where the deep/shallow water areas are, but the green areas represent a transition of grassland to dense forest, with the darker green areas representing more dense areas of forest.
The islands are pretty cool and the generator is very consistent so I'm happy with all my hard work on it. I've also completed the next step of turning the islands generated into full-scale tiled worlds for a game I'm working on. My problem, however, is I actually don't have a great idea of how to do the tree placement on the tiled map for islands like this. How can I place the trees more spaced out in the lighter green areas, with them more close together in the darker green areas where the forest is supposed to be more dense?
Any suggestions would be great! Thanks in advance.
Crossbones+ - Reputation: 7605
Posted 02 September 2012 - 04:19 AM
Then, associate a random number (say between 0 and 1) with each point on the poisson disc. Then, in the lighter green areas, say only trees spawned from a poisson point greater than 0.8 will show up. In medium green, say 0.5, and in dense forest areas, all of them show up.