This note is a continuation of our series on world generation methods.
Bump generation
This method select a random segment in the map, and heighten the all cells in a given radius of this segment. Modifications is inversely proportional to the distance to the segment : if you ask for a range of 6, the initial segment will be elevated 6 time, cells at one cell of the segment will be elevated 5 times... and cells at a distance of 6 of the segment will be elevated once. Performing this segment creation a number of time gives good results.
Here are the example of a single segment with radius of 3, 6 and 16, to show the effect on height.
To show the construction, here are some segment with a radius of 3. Images show the generation from 1 to 4 segments :
The same image when we go to 64, 640, 1024 and 4096 segments, again with a radius of 3 :
Since the points on a side have less chances to be belong to a segment, the center cells are more often increased compared to the border one. Adding more and more segments thus tends to give a square island. For example, discretized to 5 levels, the last map give the following result :
A contrario, the 64 segments of size 3 or 6 gives a better result :
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