Advanced Articles on Fractal Terrain Generation?
#1 Members - Reputation: 492
Posted 22 October 2012 - 04:33 PM
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#2 Crossbones+ - Reputation: 1390
Posted 22 October 2012 - 07:32 PM
I tried googling it to no avail. I believe that you can't combat the weaknesses, however you should use them to your advantage. Find a way to implement these "weaknesses" into your terrain generation for more interesting gameplay.
Edited by superman3275, 22 October 2012 - 07:39 PM.
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#3 Members - Reputation: 1058
Posted 23 October 2012 - 01:24 AM
Have you looked at the links in the wikipedia article on fractal terrain generation? They have a few other interesting methods listed.
If you're feeling adventurous, you can try to invent your own fractal method and write an article on how you did it, and thus push the boundaries on human knowledge and techniques.
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#5 Members - Reputation: 492
Posted 23 October 2012 - 11:06 AM
I believe this belongs in game math, as this concept is fairly advanced and really doesn't have to do with game programming more as it deals with the actual algorithm If you need help implementing it then you can give us some code.
Ah, yeah. Probably correct. I don't go in there often because the title scares me.
If you're feeling adventurous, you can try to invent your own fractal method and write an article on how you did it, and thus push the boundaries on human knowledge and techniques.
Waaay over my head. I'm much more a "stand on the shoulder of giants" kind of guy - and not to see farther, but just so they can carry me along...
JTippetts (a member on Gamedev) wrote a procedural noise generation library and has some nice articles on his blog (check out his website too). In particular, this is a really good one.
Thank you!
EDIT: Seriously, thank you a thousand times over, Bacterius. That article is perfect, and I've only scratched the surface.
Edited by Telcontar, 23 October 2012 - 11:22 AM.
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