Re:Fractional Brownian Motion for Terrain Generation
by bitwize on Monday October 07, 2019 @12:57PM
(#21183115)
This reminds me of the time I generated (2d) terrain for a game by toggling a random bit every time I computed a new value in the height map. The bit controlled the second derivative of the height map; 1 for +1, 0 for -1. Also every time the terrain height fell outside the clamp bounds, it would "bounce" (its first derivative would switch sign). It produced decent "rocky" terrain for a cave which is what I was going for.
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