Re: 2D Side Terrain generation

"Marc Reynolds" <[email protected]> Tue, 9 Aug 2011 19:05:50 +0200
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
At the risk of being anal: Hugo's page actually describes value noise and
not any flavor of Perlin's gradient noise.

 

From: Megan Fox [mailto:[email protected]] 
Sent: Tuesday, August 09, 2011 3:50 PM
To: Game Development Algorithms
Subject: Re: [Algorithms] 2D Side Terrain generation

 

I'd also recommend Perlin - once you start mixing high or low passed
low-frequency Perlin noise with high/low-passed high-frequency noise, you
get some very, very interesting results.

The key, and what will define your continents and the feel of the resultant
shape, is the number of layers of noise, and how you scale or cut (high/low
pass) each layer.

Hugo Elias's page is an oldy, but it has some really great info on this
topic: http://freespace.virgin.net/hugo.elias/models/m_clouds.htm - that
page is the one that turned me on to how cool noise could be in the first
place (my version of his cloud algorithm:
http://www.youtube.com/watch?v=kHvJqPxXUXM).  I realize he's working in a
slightly different space, but those basic techniques can be applied from a
side view just as they can from a top-down view.

On Mon, Aug 8, 2011 at 11:34 PM, Marc Hernandez <[email protected]> wrote:

 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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Megan Fox
http://www.glassbottomgames.com/

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