| bio | website | djproduct.blogspot.com |
|---|---|---|
| location | Bradenton, FL | |
| age | 37 | |
| visits | member for | 6 months |
| seen | Dec 21 '12 at 14:20 | |
| stats | profile views | 3 |
Software Developer: C#, Asp.Net, VB.Net
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Nov 22 |
answered | Procedural world generation oriented on gameplay features |
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Nov 12 |
revised |
Infinite detail inside Perlin noise procedural mapping edited tags |
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Nov 12 |
comment |
Infinite detail inside Perlin noise procedural mapping Thanks again, much appreciated |
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Nov 12 |
comment |
Infinite detail inside Perlin noise procedural mapping Byte56, is there any reason I couldn't apply the diamond-square algorithm after I have my 4 points of Perlin noise data for each corner? I would have to alter my initial approach as currently I have (x,y) = tile so I only hold 1 value of perlin noise per tile vs. 4. Does that sound like a reasonable first-timer approach? |
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Nov 12 |
comment |
Infinite detail inside Perlin noise procedural mapping Aha! knew I was searching the wrong thing. OK cool. Thanks for the detail as it may help others as well. I don't think I would need any blending/lerping for my scenario (yet) as I'm using very static 50x50 tiles. So long as the initial view makes sense, mountains bordered by hills, water by coastline or plains, etc. I'm cool (for my uber-basic implementation). But the fractal approach appears to be what I'm after thanks! |
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Nov 12 |
awarded | Scholar |
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Nov 12 |
awarded | Student |
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Nov 12 |
accepted | Infinite detail inside Perlin noise procedural mapping |
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Nov 12 |
asked | Infinite detail inside Perlin noise procedural mapping |
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Oct 29 |
awarded | Autobiographer |
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Oct 29 |
awarded | Supporter |