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Author Topic: Question about X Y variance geometry (mostly answered)  (Read 348 times)

runlvlzero

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Question about X Y variance geometry (mostly answered)
« on: April 12, 2012, 12:05:55 pm »

What I want, is more horizontal mountain ranges that go from left to right (or right to left).

I'm guessing, but my my maths are REAALLLY bad... that you want an X Y variance something like x=1600 Y=400 to squish them out with, that would stabilize elevations in the Y access making them less likely to be higher or lower, when using a 32x32 height map. Right now I have mostly circular lumps. Everywhere

### Answer

with a 32x32 height map something like X=800 Y=1 really helps lengthen the mountains, but I think going the other way works almost as good... its hard to tell, needless to say I have plenty flat, north, facing mountains now for what I'm trying to do.

It also seems that keeping the total variance low, under 800 or as low as possible helps, but you need a big enough X and Y difference to not get back to lumpiness.

** MOAR update...

It seems that high total X Y variances are ok, so long as the difference between X and Y remain as large as possible, for example X=3200 Y=1600 works 'ok' with a bit more randomness. It seems when you use 'bigger numbers' the trend is more along the axis with the biggest number, so very high X makes more vertical, very high Y makes things more horizontal...

ya i know its boring, but i seem to have spent the last 2 weeks just genning worlds =P...
« Last Edit: April 12, 2012, 12:47:13 pm by runlvlzero »
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