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@Anarchid you are missing part of the terrain generation. I generate smooth terrain (that sort of looks like a place) by adding and multiplying a bunch of randomly generated mirror and rotationally symmetric functions. The cells are assigned tiers based on the height of the underlying map at their centres. If you inspect the heightmap of Random Crags you'll see that it is rarely actually flat. This is because the underlying smooth heightmap is scaled down (so as to not affect path-ability) and added to the tiered heightmap at the end.
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@Anarchid you are missing part of the terrain generation. I generate smooth terrain (that sort of looks like a place) by adding and multiplying a bunch of randomly generated mirror and rotationally symmetric functions. The cells are assigned tiers based on the height of the underlying map at their centres. If you inspect the heightmap of Random Crags you'll see that it is rarely actually flat. This is because the underlying smooth heightmap is scaled down (so as to not affect path-ability) and added to the tiered heightmap at the end.
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