![]() To represent the heightmap, first we need a grid of points. Place cities and 'regions' on the map, and place their labels. Then we can render the 'physical' portion of the map. Height-map of the terrain, and do things like routing water flow over the There are a few different stages to the generator. ![]() Random ways, with no thought to the processes which form landscapes. The large-scale structure always looks a bit off. These methods produce lots of fine detail, but Generation, and they almost all use some variation on a fractal noise approach,Įither directly (by adding layers of noise functions), or indirectly (e.g. There are loads of articles on the internet which describe terrain Luke-warm sub-Tolkien tale they were attached to.Īt the same time, I wanted to play with terrain generation with a physicalīasis. These imagined worlds, which were often much more interesting than whatever The cheap paperback fantasy novels of my youth. ![]() I wanted to make maps that look like something you'd find at the back of one of ![]() You may also be interested in this companion piece, which describes On Github here, and the original messy Python generator code can be There's JavaScript code for the generator ![]() These are some notes on how I generate the maps for my Twitter which is based on a generator I originally producedĭuring NaNoGenMo 2015. ![]()
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