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Lack
Terrain in computer games
If you took a seeded random number generator and a sattellite picture of an area. you could have a controlled semi-randomly generated 2D map with colors already showing altitude, water, and trees if you then raised the altitudes by color shading you'd have the basis of a realatively realistic 3D map.
The algorithym for this would be some what difficult to make, but it is easy to test it as to how realistic it is altitude wise by comparing a non randomized version with the real figures.
Alternatively you could instead of using a seed use a few lines as generating points, mountain ridge line, major river line, coast line, forest line. I think this method would allow for semi-customized terrain generation that would be quick and easy to use.
Hope this helps.
I am currently doing research for my dissertation into terrain
generation.
My research is mainly into terrain in computer games, i.e. the
techniques used, efficiency, etc. Although I am interested in
other areas.
If anyone can help me out with my research I would be very
grateful. If anyone has any information regarding terrain
generation techniques used in computer games (or other areas)
or if you can help me out with links to relevant web sites
which could be of help them this would be a brilliant help.
Thankyou for your time,
Chris
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chris@m-hopkin.freeserve.co.uk
www.m-hopkin.freeserve.co.uk
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Lack