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    copied!<p>Normally, all terrain/world generators work in the way you described - they are able to produce vast (random-looking) worlds from a very limited input data (set of parameters).</p> <p>So, you might want to put further constraints on your question. </p> <p>If anything will work for you or if you are just begging to research - take a look at different focuses and approaches <a href="http://www.vterrain.org/Elevation/Artificial/" rel="nofollow noreferrer">here</a>.</p> <p>As for randomness/deterministic I am not sure that you really talk about randomness here and it can be a bit confusing, I think you only want to be able to create a lot of variations. So you might want to drop that from your search terms.</p> <p>Take a look also at <a href="http://en.wikipedia.org/wiki/Procedural_generation" rel="nofollow noreferrer">procedural generation</a> (especially 'see also' and 'external links').</p> <p>Personally, I think there is a lot of promise in the concept of <a href="http://www.howardzzh.com/research/terrain/" rel="nofollow noreferrer">terrain synthesis</a> where you basically mix and match real terrain samples with some sort of transforming operations - which provides realistically looking terrain with desired properties.</p> <p><strong>EDIT</strong>: Here's an <a href="http://bocoup.com/processing-js/docs/index.php?page=Plasma%20Fractals" rel="nofollow noreferrer">implementation</a> of 'plasma fractals' (mid-point displacement) in <a href="http://processing.org/" rel="nofollow noreferrer">processing</a>.</p> <p>If that is good enough for you then you could rework the algorithm to allow it to generate any part of the grid (I have a feeling it will boil down to hashing the coordinates to get random number seed around connecting lines, or everywhere).</p> <p>Also you might work with different levels of detail with this method so that you can generate more detail closer to the point of view.</p>
 

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