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Author Topic: Height-Map generator that I made  (Read 7113 times)

malloc

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Re: Height-Map generator that I made
« Reply #15 on: December 06, 2011, 02:51:33 pm »

If possible, I would really appreciate that.

I'm having some problems visualizing the process- for example, how exactly does the sin function smoothes the noise function? I still can't see it working, just formulas -, but I hope that interacting with it would answer my questions.

Alright, here it is:
http://www.mediafire.com/?o5d0db895ffgfq1

It should compile without problems in visual c++ 2008. (Open project hit compile.)
I know the GUI is shitty, but it's my first time using this visual c++ for a windows Forms program.
« Last Edit: December 06, 2011, 05:40:53 pm by malloc »
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Virex

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Re: Height-Map generator that I made
« Reply #16 on: December 08, 2011, 08:14:13 am »

While Perlin noise is useful for creating terrains, it has one disadvantage compared to this. With Perlin Noise, it's difficult to control the relative position and amount of continents, you're subjecting yourself to the mercy of the RNG. With a seed-based terrain generator such as this, you can have much more control, because you can a priory determine how many continents you want (biasing the random walk to avoid the merging of two continents) and where they'll approximately appear.
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malloc

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Re: Height-Map generator that I made
« Reply #17 on: December 08, 2011, 11:40:58 am »

That is only partially true. You can always weight the perlin noise function around a position(s) if you actually want to.

Like around the center of the map.


Or in north and south.

Like around the center.

Or in the corners.


Depends on how you implement your weighting function.
The above examples use a simple spherical interpolation function and a set of island root positions to do this.
« Last Edit: December 08, 2011, 11:42:57 am by malloc »
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Thief^

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Re: Height-Map generator that I made
« Reply #18 on: December 08, 2011, 11:55:13 am »

You can seed perlin noise by manually initialising the lowest-res map with where you want continents / water, and then leaving the higher res / lower strength layers random.

Also see: http://www.bay12forums.com/smf/index.php?topic=66702.0
(screenshots will be back once the DDOS on the datacenter my webserver is in is over)
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markww

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Re: Height-Map generator that I made
« Reply #19 on: August 24, 2012, 12:00:10 am »

@malloc, not sure if you're still around, but do you still have the code for your perlin noise generator available (link seems to be dead now). I want to create a random tile map generator (with options for continent sizes etc), looks like what you did covers a good amount,

Thank you
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