RE: [Algorithms] Random tree placement
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From: Matthew M. <ma...@mi...> - 2003-07-08 16:51:25
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I think that the fBm (and other noise approaches) are fab but will ultimately result in a "90s vegetation" look. I've seen some good work that analyzes slope and altitude, and water runoff patterns to figure out where trees are likely to grow. This can get you some very realistic effects like vegetation clustering in concave terrain features (where water is drawn,) etc. On the surface, this looks like the most promising forward looking approach. It's so underdeveloped in games that it would likely lead to a more distinctive look, in that subtle and magic way that such advances have. I don't have the paper I'm thinking of handy, but here's a great intro to micro-terrain analysis that may get you thinking in some new directions. http://www.innovativegis.com/basis/MapAnalysis/Topic11/Topic11.htm For a more specific chapter from the same book http://www.innovativegis.com/basis/MapAnalysis/Topic9/Topic9.htm Check out the section on "Assessing Forest Fragmentation" Now that we've got all this fab hardware, looking beyond the game dev community often reveals some fat low hanging fruit, just waiting to be plucked.... -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of Pallister, Kim Sent: Monday, July 07, 2003 11:43 PM To: gda...@li... Subject: RE: [Algorithms] Random tree placement I don't know how "realistic" it is, but I found something moderately effective is to use a fBm type noise function, clamp it within a range (this way you get "forest" areas, areas with no trees, and the edges of the forest having trees becoming a bit more sparse), and then modify the results of that with some simple rules based on your terrain (no trees if over a certain steepness, if on rock/cement/river, over a certain altitude, etc. Works pretty well, but again, depends on the level of realism you are looking for. My 2c, Kim > -----Original Message----- > From: David Clyde [mailto:dc...@am...]=20 > Sent: Friday, July 04, 2003 6:42 PM > To: gda...@li... > Subject: [Algorithms] Random tree placement >=20 >=20 > Well, Ive been working hard on my random terrain module, I have asked > questions in here before concerning it and it seems I have=20 > hit another bump. >=20 > The terrain module generates some terrain that is fairly=20 > hilly, or rolling > hills if you will. Currently the terrain can also generate a=20 > river that > passes through it. The next step on my agenda is adding trees=20 > and rocks. > However, trees dont seem to follow as many rules as rivers do=20 > (ex: water > flows down) and I am finding my self at a loss of how to do this. >=20 > My thoughts on this thus far have been to try and concentrate=20 > trees along > the river sometimes, try and group them in clumps mostly not=20 > all spread out. > I want some scattered trees but not many. Does anyone know any good > algorithms to place trees or even some helpful words to=20 > search on google. > Searching for "random tree placement" comes up with nada. I could use > anything, a technique, a place to start.. anything >=20 > I figure the rocks will be easier as they clump less and=20 > arent as major of a > detail as the trees are. I figure the trees will more define=20 > the look of the > terrain than the rocks can. The look im going for is a=20 > country side where a > large battle can take place. The theme is the dark ages, Im=20 > kind of going > off of the Medieval Total War look. >=20 > Some of my most recent work concerning the terrain can be found here > http://www.ameinc.com/~dclyde/projects_terrain.html towards=20 > the bottom. >=20 > On a side note suggestions for generating the water would be=20 > nice too, but I > have 90% of that done its just being a little.... troublesome =3D) >=20 > Thanks for the help, > David Clyde >=20 >=20 >=20 > ------------------------------------------------------- > This SF.Net email sponsored by: Free pre-built ASP.NET sites including > Data Reports, E-commerce, Portals, and Forums are available now. > Download today and enter to win an XBOX or Visual Studio .NET. > http://aspnet.click-url.com/go/psa00100006ave/direct;at.asp_06 > 1203_01/01 > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 >=20 ------------------------------------------------------- This SF.Net email sponsored by: Free pre-built ASP.NET sites including Data Reports, E-commerce, Portals, and Forums are available now. Download today and enter to win an XBOX or Visual Studio .NET. http://aspnet.click-url.com/go/psa00100006ave/direct;at.asp_061203_01/01 _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 |