RE: [Algorithms] static objects on terrain
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From: Tom F. <to...@mu...> - 2002-02-25 12:46:51
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The man himself - much more than just noise. Fascinating stuff - definately worth a look by anyone. http://mrl.nyu.edu/~perlin/ The ladybird game is infuriating... Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Andras Balogh [mailto:ba...@in...] > Sent: 23 February 2002 14:55 > To: GDA...@li... > Subject: [Algorithms] static objects on terrain > > > I'd like to populate my terrain with some static objects (like trees, > bushes, etc...) What's the best way to store these objects? Would it > be a good idea to use a 2D map (just like the heightmap) that stores > object info for every tile? This way I could use the same algo for > culling that I use for the terrain.. Or should I put them into a > quad-tree? What if I want some random stuff? Should I generate plant > info with some deterministic noise? (like map[13][5] = 43, that means > put bush no.11. there) > > Any ideas? > > BTW: I've heard a lot about how cool Perlin-noise is, but I was unable > to find an in-depth description of the algorithm. Could someone give > me a link? > > thanks, > > Bandi > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |