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 Post subject: On Terrain generation
PostPosted: Thu Dec 15, 2005 2:56 pm 
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Joined: Thu Dec 15, 2005 2:51 pm
Posts: 2
Location: Paris, France
Hi,

I am trying to re-code the terrain generation for fun, but I really don't understand the combination of 2/3 diamond-square and 1/3 Voronoi.

I have succesfully generated the voronoi heightmap and I have also generated a diamond-square heightmap based upon randomly generated corners, but I can't find how to combine the both methods.

Thanks for your help.


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 Post subject:
PostPosted: Fri Dec 16, 2005 10:31 am 
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Joined: Fri Sep 26, 2003 6:34 pm
Posts: 71
It's quite simple really, just an ordinary linear combination:

1) Multiply all values in the noise map with 2/3
2) Multiply all values in the voronoi map with 1/3
3) Add the noise map to the voronoi map to produce the new combined map

Good luck with your landscape generation efforts :)


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PostPosted: Fri Dec 16, 2005 11:09 am 
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Joined: Thu Dec 15, 2005 2:51 pm
Posts: 2
Location: Paris, France
Thanks a lot !! :D

Now, I have a result which is much more like the one in your paper !
But it is still very dark.
I think that there is still a lot to do :roll:

By the way, with your method, I think you have found a unique way to do terrains in games, and game developpers won't have to do terrain editors ans texture splatting, etc when they just have to save a seed !

Tribal Trouble rocks !


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