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[MUD-Dev] Re: Terrain/Landmass & GIF/BMP
[Niklas Elmqvist:]
>The basics of fractal terrain generation are quite simple and can be
>contrived by just about anyone. Think "subdivision" and "recursion" and
>you're home free. What you do is that you start out with an empty
>matrix and initialize its corners to a random height. Then call the
>recursive subdivide procedure on the matrix, which will compute the
>average heights, plot them into the matrix and then call itself
>recursively on the four subsquares (there are many variations on this).
Yep. And, if you want your world to be a torus (wrapping around in both
directions), just start the four corners at the same value (like 0), and
it will work out.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- [MUD-Dev] Re: Terrain/Landmass & GIF/BMP, (continued)
- [MUD-Dev] Re: Terrain/Landmass & GIF/BMP,
John Bertoglio alexb#internetcds,com, Thu 08 Oct 1998, 04:47 GMT
- [MUD-Dev] Re: Terrain/Landmass & GIF/BMP,
quzah [sotfhome] quzah#softhome,net, Thu 08 Oct 1998, 06:26 GMT
- [MUD-Dev] Re: Terrain/Landmass & GIF/BMP,
quzah [sotfhome] quzah#softhome,net, Thu 08 Oct 1998, 06:33 GMT
- [MUD-Dev] Re: Terrain/Landmass & GIF/BMP,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 08 Oct 1998, 14:08 GMT
- [MUD-Dev] Re: Terrain/Landmass & GIF/BMP,
quzah [sotfhome] quzah#softhome,net, Thu 08 Oct 1998, 23:03 GMT
- [MUD-Dev] Re: Terrain/Landmass & GIF/BMP,
quzah [sotfhome] quzah#softhome,net, Thu 22 Oct 1998, 08:19 GMT
- [MUD-Dev] Re: Terrain/Landmass & GIF/BMP,
Dominic J. Eidson sauron#morannon,kdi.com, Thu 29 Oct 1998, 00:00 GMT
- [MUD-Dev] Terrain/Landmass & GIF/BMP,
quzah [sotfhome] quzah#softhome,net, Wed 07 Oct 1998, 21:45 GMT
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