Jump to content

  • Log In with Google      Sign In   
  • Create Account

Looking for terrain generation algorithm that includes pathability


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
No replies to this topic

#1 Zouflain   Members   -  Reputation: 532

Like
0Likes
Like

Posted 02 February 2014 - 04:08 PM

I think I can say this most succinctly as thus: Given a 128x128 tile grid and a boolean tile mask that describes pathability, what algorithm would you use to generate a "good-looking" (as opposed to "realistic") terrain heightmap? Articles/papers describing these algorithms in a reader-friendly manner would be greatly appreciated.<br>

Specifically, I'd appreciate it if the algorithm was stitch friendly (that is, interpolation between two bordering regions, probably by including an "overlap" boundary for merging, produces few noteworthy artifacts both graphically and in terms of pathing).<br>

Automata.png (attached) is an example of the tile mask (for those curious, cellular automata produce the mask).<br>

I'd really appreciate any suggestions, or examples/links to algorithms with similar inputs. Thank you.<br>

Sponsor:



Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS