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"Bald Eagle" <cre### [at] netscapenet> wrote:
> Argh.
> Sorry. I started reading this before enough, or any, coffee was consumed.
>
> Anthony - that is some wicked cool stuff right there.
> Thanks for that - I really enjoyed watching that guy bang out a nicely aligned
> tile set in no time at all. Very educational!
>
> Mike - I think the two concepts are separate, but related.
>
> The diamond-square algorithm can get you a nice terrain:
>
> http://www.paulboxley.com/blog/2011/03/terrain-generation-mark-one
> http://www.playfuljs.com/realistic-terrain-in-130-lines/
>
http://www.javaworld.com/article/2076745/learn-java/3d-graphic-java--render-fractal-landscapes.html
>
> And it won't tile _if you generate it completely randomly_ .
>
> So maybe what you do is take a cue from the video showing how it's done in
> Photoshop and use that to keep the opposite edges of the large square the same.
> Whatever's at 0,0 is what ought to be at 128,0. Whatever's at 32,0 is what
> 32,128 ought to be. That way if you did that double-half-displacement thing,
> the edges would be identical.
> You could probably do that at the time of generation or maybe even as a
> post-generation interpolation across a wider swath.
>
The diamond square will tile if you wrap the calculation over the edges.
> I think if you check out the guy's tile set with the dirt and grass, you'll see
> that it's a radial pattern / texture - akin to a circle in a square, but not
> quite circumscribed. The edges always match, and you get a nice solid center
> tile.
>
> If I'm following Anthony with his idea of generating shades of grey - then maybe
> he's suggesting using a texture map. Make one greyscale tile set, and then use
> POV-Ray to put the right terrain on the different greys to generate the
> transitions. (I admit, I haven't thought it out completely, but I think that
> might be what he's suggesting)
That's pretty much it.
Regards,
A.D.B.
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