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Show HN: TerrainVer – Generate Worms-Style Cartoon Terrain in JavaScript

juliango202.com

11–13 of 13 posts

Re: Show HN: TerrainVer – Generate Worms-Style Cartoon Terrain in JavaScript

#11

The fact that all of the illustrations in the article update when you generate a new terrain is neat attention to detail :) Good article, thanks for it and for open sourcing your code!

Thanks for noticing :) This article actually started as a debug page where I displayed all the images to see what was wrong.

Re: Show HN: TerrainVer – Generate Worms-Style Cartoon Terrain in JavaScript

#12
post #9
post #5

Excellent demo. I've been working on a procedural terrain generator for fun. Voxel-based. Just big chunks of 16x16x256 sections. Like minecraft. My goal is create a function that will take any 3D integer coordinate and output a particular type of block for that coordinate... be it air, granite, dirt, etc. The constraint, however, is that the only knowledge the function has is the coordinate; that is, it has no knowle…

Why no fractions? If you are worried about loss of precision caused by floating-point numbers, you can use exact fractions. For instance, there is "mpq" in GMP (for C), the "fractions" module in Python's stdlib, or you could hand-write a small fractions library yourself.

Agreed. It's a sort of silly constraint. Not truly necessary. But, there are other aspects of the project that make it much easier to completely and utterly do away with floating point.

Re: Show HN: TerrainVer – Generate Worms-Style Cartoon Terrain in JavaScript

#13
post #5

Excellent demo. I've been working on a procedural terrain generator for fun. Voxel-based. Just big chunks of 16x16x256 sections. Like minecraft. My goal is create a function that will take any 3D integer coordinate and output a particular type of block for that coordinate... be it air, granite, dirt, etc. The constraint, however, is that the only knowledge the function has is the coordinate; that is, it has no knowle…

Generating constructions is very different from generating terrain, so I'd probably try a 2-step process where the building generator can be seeded by the terrain relief. But it's not trivial for sure. See also https://github.com/mxgmn/WaveFunctionCollapse#higher-dimensi... because it's relevant and looks awesome :)

That was a great project. I saw it when it popped up on Hacker News.
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