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1

There are multiple ways to do this: When you want to place such an object you instead place a cluster centre, you then place a given number (random or pre chosen) number of decorator objects around this with a distance determined by any formula (normal distribution works well). The advantage of this is it' s ease to implements and it's speed. A good ...


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While it might not be ideal or the most performant option depending on your actual use case, you could just create a single "3d tile" that is actually bigger than your real tile (due to having the 3d part attached): While the tile size would be 32 × 32 pixels, this tile image is actually 40 × 40 pixels big (the fake depth is 8 pixels in every ...


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One thing I've done in the past for island shapes is to use perlin noise minus a circular shape. It usually produces one big island and some little things off on the side. You can use flood fill or smoothing to remove any small noise. Here's a demo (flash) that I wrote for this question. For each location (x, y) in the noise bitmap, compute the distance ...


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You could use a simpler approach using a hash and a validation algorithm. Instead of encrypting and decrypting the date use the hash directly and apply a mechanism to make sure this hash is valid. For instance the last 5 bits of the hash could be the sum of the bits of the rest of the hash. All hashes which don't oblige to this rule are generated by someone ...


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As long as the client can't be trusted, nothing will be secure short of a server-side solution. Following your example, even if you managed to transfer the seed securely, all the client has to do is to spoof the score being sent to the server. If the client is secure, then strong symmetrical encryption should do the trick just fine. Asymmetrical is not ...


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One possibility is to sample the rainfall/temperature maps at the center of each Voronoi cell, and then assigning that biome to each point within the cell. The biome edges can then be made more interesting by distorting the map, so that they aren't straight lines. This can be made "functional", because you can compute which Voronoi cell you are in after ...


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I will assume that you have a function f such that the surface is defined by f(x,y,z)==0. Right now, all you have is the function f itself, and so with no further information, it is impossible to know when to subdivide. It is always possible for the surface to do what you describe, i.e. the function f can have arbitrarily thin "fins" which can require you do ...


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Diverse terrain can be created using various arithmetic adjustments of randomly generated numbers. As I'm sure you realize, adjusting your generated values (for example, multiplying by two) would change the result you have. If you are familiar with programs such as Photoshop or Paint.net you've probably heard of the concept behind multiplying colors, or ...


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The Direct3D 11 Tessellation stage is designed to be a bit generic so that applications can implement different approaches. There have been a number of presentations on this topic over the years at various conferences. I have links to them at this blog post. This topic is covered in a number of Direct3D 11 books. See this blog post for a list of ...


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http://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664 private int GetAdjacentCount(List<bool> list, Vector2 p) { int count = 0; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { if (!((x == 0) && (y == 0))) { ...



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