I made a map generator in which I can select how rough I want the mountains to be as well as how prevalent. I could make them low, smooth hills or high, peaking mountains.
What do you think of these?
I am currently working on adding realistic river routes (more than linear lines, they actually curve around the map and split into streams)
Right now, it looks like a mathematical expression and less of a terrain to me. I don’t see any of the fractalization that mountainous terrain can be easily simulated as (which you would then fill in with something like marching cubes or what you already have).
The rivers, if you do it right, will help immensely. I haven’t seen a nice river-generating generator on roblox yet, so you doing it and doing it right will be a great addition.
On another note, one of the things I’ve been waiting to see on roblox is a generator that uses erosion to help sharpen the landscape. I would be sooooo thrilled to see one.
[quote] Right now, it looks like a mathematical expression and less of a terrain to me. I don’t see any of the fractalization that mountainous terrain can be easily simulated as (which you would then fill in with something like marching cubes or what you already have).
The rivers, if you do it right, will help immensely. I haven’t seen a nice river-generating generator on roblox yet, so you doing it and doing it right will be a great addition.
On another note, one of the things I’ve been waiting to see on roblox is a generator that uses erosion to help sharpen the landscape. I would be sooooo thrilled to see one. [/quote]
Funny, I have been studying fractals on my personal time the past week.
It looks like it was taken out of real life and put into pixels.
If you made something like this, I would be willing to share the tree library I’m working on to make it extra awesome.
My method to solving this problem was to actually get height maps of terrain put it into grayscale and then using C++ magic translate it into a table of points that I then put into a roblox terrain gen. An example of it: Developing - Roblox it actually looks pretty decent. If you really really want me to I can try and dig up my C++ program but all it did was iterate over the heightmap and print the color value every 8-16th pixel.
You know what would be cool? Using the procedural generation maths and all that stuff, you should make it so that closer terrain has more detail and the terrain that is far away less. Like, that fractalization example spacek has shown.
only problem with that is the scenery, if you have models or something, like houses, you have to make sure they look good both up close, and far away, since your terrain will be moving up and down depending on how close you are to it