Wednesday, May 1, 2019

Rough Draft Terrain Implemented

It was much quicker than I thought it'd be to get this pulled together.

Generated with frequency set at 1.0 (see below)

This initial version uses OpenSimplex and a custom octaving flow to generate believable terrain masses. Each pixel in that image represents one tile. For next steps, I'm looking to up the complexity so that the playing space is more varied-- the current large areas of similar terrain are somewhat realistic, but not fun to trudge across.

Currently, tile type is generated solely from height. Next steps after tweaking the noise for complexity will be adding in temperature (derived partially from height) and rainfall maps so we can establish proper biomes. I'd also like to run rivers.

So far, I'm finding this GamaSutra article to be very helpful in getting my head around the various concepts involved in proc-gen terrain. I highly recommend it; the explanations are great even if you're not using Unity (which I'm not for this project).


Edit to add: Increasing terrain complexity was a simple matter of increasing the frequency value when octaving.

Frequency 1.25

Frequency 1.5


Frequency 1.5 with tweaked height-to-sector mapping

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