That created an uncanny valley problem. When the water "goes character", it looks a bit strange, because it suddenly stops obeying physical laws. That's OK for a Disney princess story, but used with high rendering realism it looks wrong.
Elevation Control
11–19 of 19 posts
Re: Elevation Control
#12Unless it's modeling islands, I find most terrain generators unnatural, at least from above. I wonder how feasible (and realistic looking) it would be to build a terrain generator using a bunch of fluid simulation to model plate tectonics, weather, and erosion.
There are factors in games that mean something 'real' probably wouldn't result in a great map. Foremost is the fact the real world doesn't care whether or not there are places where a person can get stuck. A game world has be be designed in a way that means the player can't get stuck in places they can go to, and can't go in to places where they could get stuck. Depending on the game type, the map also often acts as…
Re: Elevation Control
#13Unless it's modeling islands, I find most terrain generators unnatural, at least from above. I wonder how feasible (and realistic looking) it would be to build a terrain generator using a bunch of fluid simulation to model plate tectonics, weather, and erosion.
Just tectonics: - http://davidson16807.github.io/tectonics.js/blog/ - https://sourceforge.net/projects/platec/ Tectonics with simulated weather: - http://experilous.com/1/blog/post/procedural-planet-generati... Just fluid dynamics: - http://www.fracterra.com/wilbur.html
> http://experilous.com/1/blog/post/procedural-planet-generati...
Re: Elevation Control
#14I see blog posts from redblobgames posted sometimes and I really like how in-depth the explanations are. I remember reading about 2d height maps and map generation for a side project I was working on a while back and the explanations he gave for why he was using a particular algorithm were fantastic (in addition to the interactive demos): http://www.redblobgames.com/maps/terrain-from-noise/ http://www-cs-students.sta…
Totally agree. It was years ago when I found their blog post about hexagonal grid generation and it was the most informative one I had seen anywhere. Still is today. Plus the interactive parts give the sections so much more meaning. I often find myself reading posts on their site just for the heck of it.
Re: Elevation Control
#15Re: Elevation Control
#16Unless it's modeling islands, I find most terrain generators unnatural, at least from above. I wonder how feasible (and realistic looking) it would be to build a terrain generator using a bunch of fluid simulation to model plate tectonics, weather, and erosion.
Look into Dwarf Fortress. The world generation is incredibly complex and realistic. The community-driven wiki is helpful as always[1]. Not only is the physical world generation impressive, the generated history and lore is amazing as well. [1] http://dwarffortresswiki.org/index.php/DF2014:Advanced_world...
I'm sure the current DF fanbase isn't interested and might even be repelled. But I also think it might open it up to a new audience that otherwise hasn't/wouldn't consider it.
Re: Elevation Control
#17Earlier quoted context omitted.
Look into Dwarf Fortress. The world generation is incredibly complex and realistic. The community-driven wiki is helpful as always[1]. Not only is the physical world generation impressive, the generated history and lore is amazing as well. [1] http://dwarffortresswiki.org/index.php/DF2014:Advanced_world...
I wonder if this game would be more compelling if they wrote a renderer that wasn't limited to the resolution of a text font? I'm sure the current DF fanbase isn't interested and might even be repelled. But I also think it might open it up to a new audience that otherwise hasn't/wouldn't consider it.
Re: Elevation Control
#18Unless it's modeling islands, I find most terrain generators unnatural, at least from above. I wonder how feasible (and realistic looking) it would be to build a terrain generator using a bunch of fluid simulation to model plate tectonics, weather, and erosion.
I've looked heavily into implementing this. It would take some years, even with a team.
Re: Elevation Control
#19Unless it's modeling islands, I find most terrain generators unnatural, at least from above. I wonder how feasible (and realistic looking) it would be to build a terrain generator using a bunch of fluid simulation to model plate tectonics, weather, and erosion.