Looking for terrain generation algorithm that includes pathability

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-1 comments, last by Zouflain 10 years, 2 months ago
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>

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