Procedural Island Generation (III)

(brashandplucky.com)

25 points | by ibobev 2 hours ago

3 comments

  • danielvaughn 4 minutes ago
    I'd like to ask a naive question, as I'm not really familiar with procedural terrain generation but I've been curious about it from afar. From what I can tell, most work in this area revolves around manipulating geometric patterns to "look like" mountains/islands/whatever.

    Is there any value in modeling geological processes instead? So if you take a flat plane, along with a model of geological forces that could alter that plane, and run some kind of simulation over time (in effect simulating erosion etc), could that not produce a more "realistic" terrain?

    I assume it's much more complex, much more computationally expensive, and all that. But I'd be surprised if no one at all has attempted this.

  • swiftcoder 43 minutes ago
    Very nice writeup. I like the process of adding random noise to the distances on the graph when deriving the mountains
  • fatih-erikli-cg 39 minutes ago
    [dead]