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deanolium

Midwinter Landscape

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Hi there, I was wondering if anyone could help me figure out how the landscape for the old amiga/pc game "Midwinter" is done. Ie, I know that it must be procedurally created, but how did they do it? Does anyone know? I''ve tried playing about with Perlin noise, but it created a totally unsuitable landscape. (too big variation).

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Did you try any other functions beside straight perlin noise? You could probably spend a lot of time messing around with various functions like fractal Brownian motion and Multi-fractals. You might be able to tailor-make a function that does almost exactly what you want. It isn''t exactly intuitive so be ready to mess around a lot. Try:
http://www.gamasutra.com/features/20010302/oneil_pfv.htm
Its the only address I''ve got on me at the moment and you''ll need a membership (it''s free) but the author gives a decent introduction to dynamic algorithms. (He does it for Generating planetary bodies but I think you''ll find it interesting.) Especially messing around to get them to work for you.

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Try this , there some ideas there to get you started. If I remember Midwinter, there was an area of the screen that showed the height of terrain as a grey scale image. I think it looked something like this:



which is taken from my own heightmap generator which produces this:



The terrain generator is based on the link above

Good luck



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