Game Development Reference
In-Depth Information
Chapter 3. World Building
In this chapter, we'll go through some of the fundamentals behind generating a code-based
world and its lighting before we go beyond the basics and discuss more advanced tech-
niques.
This chapter contains the following recipes:
• Using noise to generate a terrain
• Lighting your world and providing it with dynamic lights
• Deforming a terrain in real time
• Automating trees' distribution
• Endless worlds and infinite space
• Flowing water with cellular automata
• The essentials of a cube-based world
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