The only thing that's holding me back is the lack of support for Unity 4. My idea would be to create a smoothed noise function. The only thing I can think of is create a long list of prefab rules that switches prefabs based on the distance, but I'm hoping there's an easier way to do this. Minimum Text Submission Length 40 words or so. Use the free version of World Machine 2. The fault was caused by the plugin that manages the 'undo' stack, which wasn't properly clipping off-map coordinates. The goal is to be a fast way to create large open world 2D games with high quality graphics.
Site maintenance Hi Everyone, The current incarnation of the Bundysoft website is nearly 13 years old, and it's high time for some site maintenance. The language is designed to be Simple, Small, Flexible and Fast. The content on this forum will remain online. As a consequence of this tinkering, I've decided that it would be prudent to close the until the works are complete. I strongly recommend looking at and other blog posts by him. Humans are great at picking out regularities, so the generate terrain will seem generated, not natural.
I know this issue is known, just wanted to confirm this. Would you believe there is an even simpler method to creating 2d terrain than that? The image i provided with flickering side of the road is made in game scene. The algorithm which performs this transformation is broken. Or do you want to just be able to choose at the beginning if you are generating the code going to the right or going to the left? Scene objects and coins work great with your current implementation, but if you would add obstacles like 5 types of obstacles , then your generator would generate coins and obstacles everything mixed together on top of each other not always. I must have gotten unsubscribed from this thread. He had a whole series on creating realistic looking maps with rivers, coastlines, etc.
These are minor issues and if fixed, your asset will be really great one! Instead a port to MonoGame is in progress. In response to your comments: 1. Must be a Text Post. If you do purchase the asset and it looks like the changes will be too extensive, just email me and I can refund your money if you can't use the asset. Good results are relatively easy to obtain, but the artist-unfriendly interface and numerical, node-based structure means that it takes dedication and lots of experimentation to really unearth its power. Since i am creating 3D objects as obstacles in your generator, some objects get created in the middle of scene maybe load-up of objects takes too long to be loaded in time i think this could be fixed by implementing object pool, which would reposition old objects instead of creating new ones.
However, this terrain still doesn't have any logical sense ; Ok, it can generate you a mountain and a bit of water. Thanks for contributing an answer to Game Development Stack Exchange! Using whole one would instantly expose the structure on the top-level fractals are very repetitive and viewers would notice it. The algorithm I use most is Diamond Square also known as Midpoint Displacement. Built-in objects include 14 trees, a cactus, and 5 other small plants, not very detailed. .
Note that the free version is only for non-commercial uses. If you don't mind adjusting the code a bit, you could setup two rules for the prefabs say one for every 5 units and then one for every 10. It has been used by professionals to generate images, 3D world terrain, and even for maps like what you are suggesting. There is subtle different between midpoint displacement and what tykel is suggesting. Followup: I wasn't eroding each pixel so much as simply a large number of random pixels until it weathered enough.
. Make sure to check out our for commonly asked Unity questions. Whether megatexture or splat-map based, you'll create some awesome texture coverage for your terrain model. Maybe just an abstract view of the algorithm someone would use to procedurally generate new 2D terrain. You didnt say why its not realistic, qualify what you are not satisfied with in those renderings, the rivers, the borders, the shapes. I should get some extra time next week, then i will try playing with this tool a bit.
It's really easy to use and, with some work, create images that might be useful for backdrops or as the starting point for a more detailed matte painting. Some issues that i noticed are: When you go far away from center, objects are created with bad precision and therefore they are rotated or positioned bad and if distance gets really great, the items go off quite a lot. However, I'm not convinced that the principal behind my method couldn't be used to get what you want. I don't want to create photorealistic map. A 'noise' signal is essentially a sum of infinitely many sinusoids of random amplitudes, with the 'average' amplitude at a given frequency given by a function of the frequency f. .
Why did you choose World Machine? It is a terrain generator that can do exactly what you are asking and more. For now I will just be talking about generating 2d terrain, in a future article I will discuss how to use the same algorithm to make create height maps that can be used in turn to create 3d terrain. . Note that this probably isn't quite the best way to do this step - since the maximum possible value of the function is the sum of amplitudes abs a 0 + abs a 1 + abs a 2 + abs a 3 , it might make more sense to divide each of your four a i values by this sum once you've generated them, and then multiply each one by C so that you can be sure the precise maximum the function can attain is C. For 3D a method is provided which places any number of players apart form each other in the most regular way possible. In the mean-time, I have changed the to generate free licenses valid for 6 months, which should be enough time for me to get my act together. Rather than using noise bitmaps, Amit's example of creating random points, turning into Voronoi polygons and then using the neighbours to influence each other seems to my eyes to generate much more realistic looking worlds.