There is an article in the April issue on page 21 (Creator of Worlds) That's rather good, however it looks like it's paid access if you don't already have a subscription. It goes into 2D height maps, and 3D noise for generating maps. There's also a nice article in Game Developer that goes into procedurally generating voxel terrain. Then this guy Paul Martz has an application that makes such maps, and the source code for doing so. Perlin noise is a pretty standard way to go: Then I carve tunnels using a wandering path through the terrain. Then do some carving with another grid of 2D Perlin noise to make a more rugged look. In my game I use 2D Perlin noise to generate the basic flow of the landscape. I imagine Notch does a lot more than just Perlin noise. It works pretty well, but is fairly plain compared to the maps that Minecraft produces. I use Perlin noise in my voxel game for terrain generation. Rolling your own is nice, since then you can just create maps, without needing to supply an image, or at least make the image optional.
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