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Simple 2D Terrain Generation (ASCII-based)

Started by July 06, 2014 12:21 AM
0 comments, last by arka80 10 years, 4 months ago

I've been experimenting with terrain generation and have developed a couple of simple algorithms to build 2D maps. I'm curious what other's use?

The two approaches are cellular automata based, where the terrain is seeded and then the CA averages the seeds over the space. The first algorithm supports three types of objects in the terrain since it is value based (< 0, == 0, > 0). The second algorithm maintains seed types in the space, and does not allow the seeds to intermix.

The first algorithm looks like more believable terrain, but the second is more generalized (but needs more work to create more random formations). You can find the code (for Linux) through the link below.

https://code.google.com/p/2dgen/

Anyone else develop algorithms like this? What approach do you use?

Thanks,

Tim.

Firmware engineer by trade, hobbyist.

I find very useful particle deposition for wilderness. I have a journal entry on the subject.

I am managing to make it work for forests and caves also, using with A* to generate connections.

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