procedural-generation

How is a 3d perlin noise function used to generate terrain?

自作多情 提交于 2020-02-20 06:55:49
问题 I can wrap my head around using a 2D Perlin noise function to generate the height value but I don't understand why a 3D Perlin noise function would be used. In Notch's blog, he mentioned using a 3D Perlin noise function for the terrain generation on Minecraft. Does anyone know how that would be done and why it would be useful? If you are passing x , y , and z values doesn't that imply you already have the height? 回答1: Well, Minecraft is about Mines. So, what Notch tried to solve was: "How do

How is a 3d perlin noise function used to generate terrain?

纵然是瞬间 提交于 2020-02-20 06:54:48
问题 I can wrap my head around using a 2D Perlin noise function to generate the height value but I don't understand why a 3D Perlin noise function would be used. In Notch's blog, he mentioned using a 3D Perlin noise function for the terrain generation on Minecraft. Does anyone know how that would be done and why it would be useful? If you are passing x , y , and z values doesn't that imply you already have the height? 回答1: Well, Minecraft is about Mines. So, what Notch tried to solve was: "How do

Polar Coordinate Map Generation

流过昼夜 提交于 2020-01-15 09:12:51
问题 I am currently work some sort of map generation algorithm for my game. I have a basic understanding on what I want it to do and how it would generate the map. I want to use the Polar Coordinate system. I want a circular graph so that each player would spawn on the edge of the circle, evenly spread out. The algorithm should generate "cities" spread out from across the circle (but only inside the circle). Each city should be connected some form of way. The size of the circle should depends on

What's faster for 3D? Perlin or Simplex noise?

你。 提交于 2020-01-01 06:08:47
问题 Okay, there are a lot of comparisons between Perlin and Simplex noise to be found on the web. But I really couldn't find one where there was a simple processing time comparison between both for three dimensions, which is what I am mostly interested in. I've read that popular PDF (and even understood most of it - yay!) but I cannot answer the simple question: Which one is faster for 3D, assuming an optimal implementation? This stackoverflow question answer suggests that Simplex is a pretty

Information on L-Systems

…衆ロ難τιáo~ 提交于 2020-01-01 05:06:31
问题 I am about to start a project for university to build a procedural city for a pre existing project. I was wondering if any of you have had any experience coding L-Systems before and know a good place for me to start out. I have done a bit of work before using procedural methods and Perlin Noise and fBm so I get the premise of what an L-System is in the fractal sense. I am more looking for a place where maybe can push me in the direction of coding the L-System. Any help or technical documents

Procedural Generation of City Streets?

霸气de小男生 提交于 2019-12-22 12:57:30
问题 I've read up on L-Systems, read Parish & Muller and Kelly & McCabe, and tried implementing this, but I'm really not having any luck at all (all my streets tend to go in one direction, never branch, etc.). Can anyone provide some source code, or some sort of reference implementation that generates a system of City Streets (preferably along the lines of Parish & Muller, but at this point, I'll try anything). I've been working on this for weeks now, and getting nowhere fast. 来源: https:/

What languages or methods allow graphics & music demos to fit in 64kb EXEs?

橙三吉。 提交于 2019-12-22 05:24:20
问题 How is it possible that in a 64kb compiled exe, these programs can generate such crazy visuals, complete with matching music? An example: Ars Nova By Phantom Lord (YouTube video of the demo running) This program's only 64kb in size! How did they do that? Are they using some sorts of pre-existing objects, shaders, etc. inside DirectX or something like that? What languages do they even use? Is there some sort of guide to this stuff? EDIT: Another mind-blowing demo. How? http://www.scene.org

How is L-systems for road networks modified?

て烟熏妆下的殇ゞ 提交于 2019-12-21 00:28:09
问题 Greetings each and all! I'm currently looking into procedural generation of a road network and stumbled upon the L-system algorithm. From what I understand from various scientific papers on the subject, and further papers on the papers on the subject, the algorithm is changed to use "global goals and local constraints", in which the taken path is modified to fit input values such as terrain and population density. Now that part I understand, or atleast the overall concept, but how am I

Looping through a formula that describes a spiral to generate XY coordinates

半腔热情 提交于 2019-12-20 12:25:49
问题 I'm trying to generate a spiral galaxy in the form of xy (2D) coordinates -- but math is not my strong suit. I've gleaned the following from an excellent source on spirals: The radius r(t) and the angle t are proportional for the simpliest spiral, the spiral of Archimedes. Therefore the equation is: (3) Polar equation: r(t) = at [a is constant]. From this follows (2) Parameter form: x(t) = at cos(t), y(t) = at sin(t), (1) Central equation: x²+y² = a²[arc tan (y/x)]². This question sort of

Dealing with infinite/huge worlds in actionscript 2

心已入冬 提交于 2019-12-20 07:15:22
问题 How are infinite/huge procedural generated worlds achieved with minimal lag in actionscript 2? In a game like Terraria or Minecraft for example. What would the best way to go about handling huge world like this be? Obviously looping through every block and moving them that way won't work. I've tried placing blocks into 50x50 'chunks' and then moving each of the chunks, but the result isn't anywhere near as smooth as it should be. Is there any way to completely disable sections of the map if