Realistic terrain in 130 lines of JavaScript
playfuljs.com
Realistic terrain in 130 lines of JavaScript
1–10 of 57 posts
Re: Realistic terrain in 130 lines of JavaScript
#2Re: Realistic terrain in 130 lines of JavaScript
#3Re: Realistic terrain in 130 lines of JavaScript
#4Re: Realistic terrain in 130 lines of JavaScript
#5Re: Realistic terrain in 130 lines of JavaScript
#6Still, cool algorithm.
Re: Realistic terrain in 130 lines of JavaScript
#7This is what midpoint displacement looks like as a heightmap: http://imgur.com/ksETpO0,7gykFEV#0 This is what realistic terrain looks like (this is based on real-world heightmap data): http://imgur.com/ksETpO0,7gykFEV#1
That said, midpoint displacement, perlin/simplex noise, etc are good for modeling terrain at a less macroscopic scale and are plenty sufficient for the use of most games.
Re: Realistic terrain in 130 lines of JavaScript
#8Perlin noise is another good algorithm for terrain generation. http://en.wikipedia.org/wiki/Perlin_noise
Re: Realistic terrain in 130 lines of JavaScript
#9Just a small note, not to sound snooty, just to educate people on what realistic terrain looks like... This is what midpoint displacement looks like as a heightmap: http://imgur.com/ksETpO0,7gykFEV#0 This is what realistic terrain looks like (this is based on real-world heightmap data): http://imgur.com/ksETpO0,7gykFEV#1 That said, midpoint displacement, perlin/simplex noise, etc are good for modeling terrain at a le…
Re: Realistic terrain in 130 lines of JavaScript
#10Just a small note, not to sound snooty, just to educate people on what realistic terrain looks like... This is what midpoint displacement looks like as a heightmap: http://imgur.com/ksETpO0,7gykFEV#0 This is what realistic terrain looks like (this is based on real-world heightmap data): http://imgur.com/ksETpO0,7gykFEV#1 That said, midpoint displacement, perlin/simplex noise, etc are good for modeling terrain at a le…
To add another note, as complex as real world terrain is, you can generate those fractal mountain patterns and drainage basins algorithmically with a bit of work. There are many ways to go about it, one would be recursive spacial partitioning, another would be to explicitly grow out a tree pattern while minding collision and proximity to other branches. Also, it is possible to use diffusion limited aggregation or ero…
1. A semi-standard textbook on the subject, but now a bit dated (don't be fooled by the 2002 date on the 3rd ed., most of the text is from the 1st ed): http://www.amazon.com/Texturing-Modeling-Third-Edition-Proce...
2. A more recent but much shorter survey paper: http://graphics.tudelft.nl/Publications-new/2009/SDGTB09a/SD...