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# Terrain in computer games

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3 replies to this topic

### #1Chris  Members

Posted 17 September 1999 - 01:27 PM

I am a computer science student at Sheffield University England.
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.

Chris

--
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chris@m-hopkin.freeserve.co.uk
www.m-hopkin.freeserve.co.uk

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### #2LackOfKnack  Members

Posted 14 September 1999 - 09:59 AM

I am almost nearing the terrain generation part of the game we're working on, Humanity. It's a Civ-like game. If you would like to contact me and maybe help out or share somehow, that'd be great.

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Lack

### #3Turtle  Members

Posted 17 September 1999 - 12:18 PM

I've given some thought to this topic, and have some interesting ideas. I don't know if this will help as to what they do now much, but here goes.

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.

### #4LackOfKnack  Members

Posted 17 September 1999 - 01:27 PM

Interesting stuff. Perhaps one could use a modified algorithm from the one that was featured on GDNet not too long ago, something about how to do water effects. I may have time this weekend to try something.

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Lack

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