Does anyone know of one or more algorithms for generating terrain types and terrain features based on a random seed and the x y z position? Ideally such an algorithm would allow for modifications to the clumping and scarcity of particular types, like generating a wide swath of desert sand, or scattered trees, etc...
Thanks for any help!
Algorithm(s) for generating random terrain features
Hmm... Think of a game - any game - whose name begins with... 'M'!
Check out Perlin noise - this will do pretty much all you need.
Check out Perlin noise - this will do pretty much all you need.
Hmm... Think of a game - any game - whose name begins with... 'M'!
Check out Perlin noise - this will do pretty much all you need.
Perlin Noise won't add features though, I don't think it will allow caves\caverns\tunnels either. You would have to do this with another parse with some other techinique along with different environment types.
Although I know next to nothing about random terrain generation.
[quote name='SimonH' timestamp='1301890217' post='4794047']
Hmm... Think of a game - any game - whose name begins with... 'M'!
Check out Perlin noise - this will do pretty much all you need.
Perlin Noise won't add features though, I don't think it will allow caves\caverns\tunnels either. You would have to do this with another parse with some other techinique along with different environment types.
Although I know next to nothing about random terrain generation.
[/quote]
Well, it's pretty obvious that an algorithm itself won't "add features". The main thing is "procedural" generation (and Perlin noise IS pretty relevant to that...), you can interpret it any way you want. How to interpret is a totally different topic, and doesn't have to do anything with "[font="Arial"]generating random terrain features[/font]". If the OP is asking about the adding features part, that's a different thing.
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