Re: 2D Side Terrain generation

Marc Hernandez <[email protected]> Mon, 8 Aug 2011 22:34:07 -0700
Newsgroups gmane.games.devel.algorithms
Message-ID <CAL=mSHgNdZeBir_4BR4iDDSm24Ob4ZR9Zh5Eu6m=nPTR8RJcxQ@mail.gmail.com>
  The big revelation for me was that I realized I could use fractals
as input functions to other fractals, as well as composing them from
adding or multiplying.

  I tend to start with the standard perlin noise to define the major
continents, then use things like rigid multifractal to build mountains
into it.
  From there I use another perlin noise to add smaller hills and
valleys, and use yet another to define where to place all those.

  Here's a 2d example of the output.
http://redmine.alephnought.com/projects/cubit/wiki/World#Pretty-pictures
  I didnt have a terrain renderer yet, so I dont know what the
landscape looked like, but I liked the start of it.

  For something like you're mentioning, I think I might treat it as a
strip of a standard 2d heightmap.  That way you might get some neat
parallax as the ship flys through it.

On Mon, Aug 8, 2011 at 8:39 PM, Brennan Rusnell
<[email protected]> wrote:
> I'd recommend using Ridged Multifractals:
> https://www.internal.pandromeda.com/engineering/musgrave/unsecure/S01_Course_Notes.html
> http://www.ypoart.com/downloads/Musgrave.htm
> http://vterrain.org/Elevation/Artificial/
> This is a great book on the topic:
> http://books.google.com/books/about/Texturing_modeling.html?id=bDlSJd8GfMcC
> Hope this helps.
> --
> Brennan Rusnell
>
> On Mon, Aug 8, 2011 at 7:22 PM, Joel B <[email protected]> wrote:
>>
>> Hello, I'm looking for algorithms for generating 2d terrain from a side
>> view, like the old Defender game from the 80's, except with mountains grass,
>> rocks, lakes etc instead of just lines.
>>
>> Here is an example of what I have done in Photoshop:
>>
>> http://img855.imageshack.us/img855/8125/examplelp.png
>>
>> Anyone on this list have some suggestions? It doesn't have to be real
>> time, although that would be interesting too.
>>
>>  - Joel
>>
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