Game Development Reference
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With the current settings, the example distributes trees across a landscape in a seemingly
random pattern. At first glance, it might look natural but trees rarely are so evenly distrib-
uted as this. Outside of a forest, you will usually find trees clumped together. We can easily
achieve this with noise by changing the frequency. The following examples show how
changing the frequency can change the pattern:
• A frequency of 0.5 produces a very noisy and fairly uniform pattern, as shown in
the following screenshot:
• With a frequency of 0.1, we can distinguish different patterns as follows:
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