I am making a Terraria-style sidescrolling game with an open world. I am using a TiledMap to render all of the tiles. If I want to remove a tile, like if it is broken, how would I stop it from being ...
I am experimenting with procedural content generation, and starting with generating terrain from fractional brownian noise. The terrain produced looks fairly realistic, but has many artifacts and ...
I wrote a processing sketch that generates hills for a scorched earth clone, like this: I'm trying to figure out how to make this a physics object in libgdx, but I'm having problems figuring out ...
I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain? I've had a think about it and I've come up with ...
I want to make a simple 2d terrain with just a few bumps and height changes: I thought about just using random numbers to describe the height of a certain vertex, but I don't see how I can make ...
I have developed an algorithm that generates 2D terrain coordinates for my iOS 2D game. This may be a possible visual output: The coordinates are stored in a 2D array. mVertices[i] = ccp(sx, ...