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    copied!<p>Quite often the maps are being logically split into layers/overlays like "base terrain height", "water level", "highlands", "trees", "housing" etc.</p> <p>Then for each layer a different kind of generator is run. Very often fractals are used because they tend to generate interesting and hard to predict shapes. But only a part of the fractal is used. Using whole one would instantly expose the structure (on the top-level fractals are very repetitive) and viewers would notice it. So, the generated fractal is then distorted/modified/filtered/cut so that will not be obvious. For example, you may generate the base terrain level with some simple X-Y trigonometric oscillator, and then sum it up with a part your fractal image, limited to some min-max values, and you'd get an uneven terrain with noticeable hills and drops..</p> <p>For all other layers, you usually cannot "sum up", because the layers other than terrain are not about "height" or "density" but rather they are 0/1 - place the tree here or not to place the tree here? But again, you perform it similarly: you generate some image (maybe a fractal again), then inspect the numbers and set a threshold value: everywhere when the number is higher/lower than X, you place/notplace the thing. You may additionally filter or branch it: for example if a tree would hit an under-water position, place a fish there or not place the tree at all.</p> <p>I am surprosed you couldnt find resources on it. Few years ago googling for "terrain generation algorithms" would return many hits!</p>
 

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