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Advanced Articles on Fractal Terrain Generation?


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#1 Telcontar   Members   -  Reputation: 492

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Posted 22 October 2012 - 04:33 PM

I have read many articles on the diamond-square algorithm especially, and can reliably implement it. Now I'm looking for some reading material that describe methods for counteracting the weaknesses in the DS algorithm or that describe more in-depth methods of altering it, though I'll happily read anything that gets thrown my way. A Google search no longer turns up too many quality articles that I haven't already read, so I'm hoping there is something in the GameDev gestalt memory.

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#2 superman3275   Crossbones+   -  Reputation: 1390

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Posted 22 October 2012 - 07:32 PM

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.

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 slayemin   Members   -  Reputation: 1058

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Posted 23 October 2012 - 01:24 AM

Hmm, the diamond square results look very similar to the output of a perlin noise algorithm results.

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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#4 Bacterius   Crossbones+   -  Reputation: 3887

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Posted 23 October 2012 - 08:00 AM

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.

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#5 Telcontar   Members   -  Reputation: 492

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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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