Game Development Reference
In-Depth Information
How it works...
In this example, we let the noise do most of the work for us. All we did was parse through
the terrain, and at regular intervals, check whether the noise value at that point indicated
whether a tree should be placed.
The noise provides an almost endless amount of variation to our distribution of vegetation
and an equally endless amount of tweaking possibilities.
The drawback of using these automatic generation techniques is that we don't have proper
control over them, and changing a value ever so slightly might have a large impact on the
terrain. Also, even if the generation process is cheap and can be repeated deterministically,
we will have to start storing the data as soon as we want to modify it in any way.
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