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IntegratedQuantum 2023-11-19 19:39:58 +01:00
parent 55034b769e
commit 35b436f26c
2 changed files with 26 additions and 26 deletions

View File

@ -34,23 +34,23 @@ pub fn generateFractalTerrain(wx: i32, wz: i32, x0: u31, z0: u31, width: u32, he
pub fn generateInitializedFractalTerrain(offsetX: i32, offsetZ: i32, scale: u31, startingScale: u31, worldSeed: u64, bigMap: Array2D(f32), lowerLimit: f32, upperLimit: f32, maxResolution: u31) void { pub fn generateInitializedFractalTerrain(offsetX: i32, offsetZ: i32, scale: u31, startingScale: u31, worldSeed: u64, bigMap: Array2D(f32), lowerLimit: f32, upperLimit: f32, maxResolution: u31) void {
// Increase the "grid" of points with already known heights in each round by a factor of 2×2, like so(# marks the gridpoints of the first grid, * the points of the second grid and + the points of the third grid(and so on)): // Increase the "grid" of points with already known heights in each round by a factor of 2×2, like so(# marks the gridpoints of the first grid, * the points of the second grid and + the points of the third grid(and so on)):
// //
// #+*+# // #+*+#
// +++++ // +++++
// *+*+* // *+*+*
// +++++ // +++++
// #+*+# // #+*+#
// //
// Each new gridpoint gets the average height value of the surrounding known grid points which is afterwards offset by a random value. Here is a visual representation of this process(with random starting values): // Each new gridpoint gets the average height value of the surrounding known grid points which is afterwards offset by a random value. Here is a visual representation of this process(with random starting values):
// //
// small small // small small
// ??? grid ?? random ?? grid random // ??? grid ?? random ?? grid random
// ????? resize ????? change ????? resize change // ????? resize ????? change ????? resize change
// ????? ?? ?? // ????? ?? ??
// ????? ????? of new ????? of new // ????? ????? of new ????? of new
// ??? ?? values ?? values // ??? ?? values ?? values
// //
// Another important thing to note is that the side length of the grid has to be 2^n + 1 because every new gridpoint needs a new neighbor. So the rightmost column and the bottom row are already part of the next map piece. // Another important thing to note is that the side length of the grid has to be 2^n + 1 because every new gridpoint needs a new neighbor. So the rightmost column and the bottom row are already part of the next map piece.
// One other important thing in the implementation of this algorithm is that the relative height change has to decrease the in every iteration. Otherwise the terrain would look really noisy. // One other important thing in the implementation of this algorithm is that the relative height change has to decrease the in every iteration. Otherwise the terrain would look really noisy.
const max = startingScale + 1; const max = startingScale + 1;
var seed: u64 = undefined; var seed: u64 = undefined;
var res: u31 = startingScale/2; var res: u31 = startingScale/2;

View File

@ -34,22 +34,22 @@ pub fn generateFractalTerrain(wx: i32, wz: i32, x0: u31, z0: u31, width: u32, he
pub fn generateInitializedFractalTerrain(offsetX: i32, offsetZ: i32, scale: u31, startingScale: u31, worldSeed: u64, bigMap: Array2D(f32), lowerLimit: f32, upperLimit: f32, maxResolution: u31) void { pub fn generateInitializedFractalTerrain(offsetX: i32, offsetZ: i32, scale: u31, startingScale: u31, worldSeed: u64, bigMap: Array2D(f32), lowerLimit: f32, upperLimit: f32, maxResolution: u31) void {
// Increase the "grid" of points with already known heights in each round by a factor of 2×2, like so(# marks the gridpoints of the first grid, * the points of the second grid and + the points of the third grid(and so on)): // Increase the "grid" of points with already known heights in each round by a factor of 2×2, like so(# marks the gridpoints of the first grid, * the points of the second grid and + the points of the third grid(and so on)):
// //
// #+*+# // #+*+#
// +++++ // +++++
// *+*+* // *+*+*
// +++++ // +++++
// #+*+# // #+*+#
// //
// Each new gridpoint gets the interpolated height value of the surrounding known grid points using random weights. Afterwards this value gets offset by a random value. // Each new gridpoint gets the interpolated height value of the surrounding known grid points using random weights. Afterwards this value gets offset by a random value.
// Here is a visual representation of this process(with random starting values): // Here is a visual representation of this process(with random starting values):
// //
// small small // small small
// ??? grid ?? random ?? grid random // ??? grid ?? random ?? grid random
// ????? resize ????? change ????? resize change // ????? resize ????? change ????? resize change
// ????? ?? ?? // ????? ?? ??
// ????? ????? of new ????? of new // ????? ????? of new ????? of new
// ??? ? ? values ?? values // ??? ? ? values ?? values
// //
// Another important thing to note is that the side length of the grid has to be 2^n + 1 because every new gridpoint needs a new neighbor. // Another important thing to note is that the side length of the grid has to be 2^n + 1 because every new gridpoint needs a new neighbor.
// So the rightmost column and the bottom row are already part of the next map piece. // So the rightmost column and the bottom row are already part of the next map piece.
// One other important thing in the implementation of this algorithm is that the relative height change has to decrease in every iteration. Otherwise the terrain would look noisy. // One other important thing in the implementation of this algorithm is that the relative height change has to decrease in every iteration. Otherwise the terrain would look noisy.