#video on #Godot #mapgen #graphics #toread
on 02024-05-19terrain #mapgen for mountain #graphics with fractal Perlin noise and iq’s “gradient trick”, where you attenuate higher-frequency layers wherever the gradient of the lower-frequency layers is large; also, with diffusion-limited aggregation with a gradually increasing level of detail, and with “dual-filter blurring” #image-processing, where you alternate downsampling an image with blurring it, then alternate upsampling the result with blurring it, much like multiscale low-pass filtering with Hogenauer filters. Very nice pure-CGI #video.
on 02024-05-18using #Wang-tiles for #generative #mapgen in #games
on 02024-01-14#generative terrain in #Minecraft with #biomes and #Perlin-noise (well, #simplex-noise) #mapgen #games
on 02023-07-02#munificent’s #mapgen business card: generates a roguelike dungeon in 1.3K (32 lines of 36 bytes). #smallisbeautiful
on 02022-05-21random dungeon #mapgen #algorithm page
on 02022-05-21munificent’s page on his roguelike dungeon #mapgen #algorithms, with #explorable-explanations. He first places random non-overlapping (rectangular) rooms, generates a #maze to fill the rest of the space, connects the rooms and mazes to form a spanning tree (plus a few extra connections), and then removes the dead ends as per Jamis Buck (as with Basem Nayfeh’s #cellular-automata approach). Nice animations with pastel colors and relief shading.
on 02022-05-21A Adonaac’s page on TinyKeepDev’s dungeon #mapgen #algorithms, with animations and #Lua code
on 02022-05-21the original (?) #geomorphs page (for map design) #mapgen
on 02022-05-21Amanda Michaels’s (TiltingWindmills’s) #geomorphs for post-apocalyptic urban map design #mapgen
on 02022-05-21denoising a random map with #cellular-automata #filters produces caves (though in my experience it slows down rather dramatically after a few steps, so it’s better to do the #algorithm at the right scale first and then expand the grid) #mapgen
on 02022-05-21