Terrain generation, Part 1 Features - A Real-Time Procedural Universe, Part One: Generating Planetary Bodies There have been quite a few articles, web sites, and books published in the past few years that talk about generating game worlds procedurally. As game worlds have become larger and more complex, it has become less practical for game designers to generate every detail by hand. Mathematical procedures of all sorts have been around for quite a while to generate different types of texture maps, terrain, and 3D objects. If you want an excellent example of procedural modeling and texturing in action, take a look at Terragen. If you've been interested in procedural texturing and modeling for even half the amount of time I have, you've probably read many of the same articles and web sites I've read. This article is the first part in a series that will explain how to procedurally generate an entire universe and render it real-time at any level of detail in a game engine. Planetary Bodies: Static vs. The fault line (or plane) algorithm is an example of what I call a "static" algorithm.
Noel Berry Over the last several months I have been researching and experimenting with different types of procedurally generated maps. I was working on a top down, zelda-like game that used procedural generation to create the dungeons throughout which the player would explore, encountering monsters and hidden treasures. Development never got to far on this game, but it was a great learning experience and I got my maps to a state I was really happy with. Over the last week, I’ve been doing more procedural generation for a game that my brother, Liam, and I are creating. It’s going to be a rather simplistic and casual game when done, but one of the most exciting things about it is that every level is completely generated from scratch, creating rich, varying, environments every time you play. Before I explain anything, make sure you’ve actually seen how the generation looks in-game. THE MINER Once the map is created, I then create a “miner”. TINY ISLANDS These cells were a group of 4 cells.
World Generation Breakdown A large part of Dance of Death v0.6.136 was the addition of world generation. Although the world is little more than a large island at the moment, the results are rather satisfying, even considering that the current method of generating terrain is purely based on elevation. After experimenting with a number of techniques, I settled on this simple formula: 1) Generate Fractal Perlin Noise, 2) Multiply noise by a radial gradient, and 3) Apply terrain and water line. Here is the breakdown: You can click on any of the images to view an interactive demo, and click again on the demo to generate a new map. Step 1: Generate Perlin Noise Generate a Fractal Grayscale Perlin Noise with an x-frequency of half the width, a y-frequency of half the height, and 8 octaves. Grayscale Fractal Perlin Noise, normalized for contrast. If we apply the terrain to the tiles at this point, we’ll end up with something like this (jump ahead for the terrain application method): Terrain applied to noise. Final result.
Algorithme de Perlin Noise en C# - XNA Connection - Tutos, ressources de développement de jeux vidéo La fonction a une apparence pseudo-aléatoire, et pourtant tous ses détails visuels sont de taille égale, ce qui nous permet notamment de pouvoir répéter la texture à l'infini. Je vais aujourd'hui vous proposer dans ce tutoriel une implémentation optimisée pour le langage C# de cet algorithme (basée sur la version la plus récente datant de 2003), que vous pourrez réutiliser dans vos projets personnels. Il existe de nombreux tutoriels sur le net au sujet de l'algorithme de Perlin Noise (notamment ici et là). Seulement, la plupart de ces algorithmes sont basés sur l'ancienne version du bruit de Perlin, et les tutoriels indiqués ci-dessus font passer le Fractionnal Brownian motion pour du Perlin Noise (alors que c'en est une évolution). Tous les tutoriels sur le bruit de Perlin n'utilisent donc pas la même méthodologie, et ne sont pas adaptables à celui-ci. Fonctionnement du Perlin Noise La table des valeurs aléatoires est arbitrairement dimensionnée à 256 valeurs. Mode texte Copier
Generating Random Fractal Terrain Paul Martzmartz@frii.com Contents Part I: Generating Random Fractal Terrain IntroductionSelf-SimilarityMidpoint Displacement in One DimensionHeight MapsThe Diamond-Square AlgorithmCloudy SkiesOther Methods Part II: About the Example Source Code InstallationQuick StartUsing the ProgramCode StructureDownload Source Code References Part I: Generating Random Fractal Terrain Introduction Ten years ago, I stumbled across the 1986 SIGGRAPH Proceedings and was awestruck by one paper in particular, entitled The Definition and Rendering of Terrain Maps by Gavin S. Initially I was impressed that these algorithms (even the algorithms considered "flawed" by the authors) could create such incredible landscape images! I've been a fractal terrain addict ever since. The math behind the algorithm can get quite complex. For the same reasons that I won't go into the math details, I can't include a broad overview of fractals and everything they can be used for. What can you do with a fractal terrain? Self-Similarity