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CoM II - Terrain tiles

(November 25th, 2020, 01:31)Jtm Wrote:
(November 22nd, 2020, 07:27)Seravy Wrote: It looks like this :


Honestly, that's better than I expected.

Myrror (includes two Chaos nodes) :

Well done with the new trees! New mountains look good except maybe a bit artificial in the case when they are a single tile in size and nearby other single tile (different color) mountains. Is it possible to make single tile case generate randomly less circular and more rectangular/starlike shapes (with varying amount of circular and rectangular/starlike component)?

Yes, rectangular should be easy. Starlike is a bit trickier but maybe possible.
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Original : Size 2, Chance 1/2
Version 1 : Size 2-4, Chance 1/2
Version 2 : Size 3, Chance 1/4
Version 3 : Size 2-4, Chance 1/4
Version 4 : Size 2-5, Chance 1/6
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Might as well try the same on the connected ones :
   
   
   
   
   

Original : Size 2, Chance : None, instead exactly 1 out of the 5 in the area.
Version 1 : Size 3, Chance : 1/12
Version 2 : Size 3, Chance : 1/18
Version 3 : Size 3, Chance : 1/32
Version 4 : Size 5, Chance : 1/32
Version 5 : Size 5, Chance : 1/16
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Thanks! I'm not entirely sure what is meant by Size and Chance, but nevertheless, I like all the one-size mountain/hill versions. Does it work visually for one-size mountain/hill if you generate them with different versions with equal probabilities? (If you think it is not too complicated to program.)

To me, somehow the connected versions need something more. To me, no version work on their own (that everywhere mountains look as exactly as sparse or as dense), but it would feel more natural to see some mountains more dense and some more sparse. Do you get what I mean? I wonder if the same equal-probability concept above could fix the visual look of connected mountains/hills?
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So use random numbers for Size and Chance?
It can be done but honestly, I don't like how the third and fourth image looks like. The fifth I think is okay, as are the first and second but the two with fewer peaks, I don't know, they just look wrong somehow to me.

Size btw is the size of the area where peaks are generated in pixels either around the center or around the connecting line, Chance is the chance for each pixel to be a peak or not rolled individually.
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Actually I agree with you on the third and fourth images that they look wrong somehow. They certainly don't work everywhere, but could they work sometimes randomly as a refreshing element? In any case, yes, it sounds like a plain simple working solution to "use random numbers for Size and Chance". Either use uniformly distributed random numbers to (1) select from few predetermined versions (say the ones you just presented above) or (2) just set random integers to Size within 2-5 and Inverse of Chance within 5-32.
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