doctorow at May 14th, 2014 23:01 — #1
chellberty at May 15th, 2014 00:11 — #2
shane_simmons at May 15th, 2014 01:13 — #3
That's certainly more elegant than this one:
195 lines of Amiga BASIC.
zotlerg at May 15th, 2014 04:59 — #4
How about mountains including sun, clouds, fog and snow in 500 lines of text:-
Needs a WebGL enabled browser.
shaddack at May 15th, 2014 06:44 — #5
The terrain is somewhat unbelievable, though. After the generation, I'd suggest running some simulated erosion on it. A few iterations of simulated water flow and material removal. Assumption of homogenous soil will do the job; asking for simulated harder rock intrusions would be too much.
nobodez at May 15th, 2014 08:29 — #6
Yeah, I think that's the largest problem with any of the various random terrain generators, they're missing the next step (likely because it's a very complicated step and likely extremely hard to code for FOSS) of errosion simulation. This would also allow you to know where rivers and lakes would be, and thus make it a lot easier to use these sorts of terrain for more in-depth creative works like fiction and gaming.
knappa at May 15th, 2014 10:32 — #7
xzzy at May 15th, 2014 11:48 — #8
It's delightfully simple once you figure out what it's doing.. each feature (lakes, rivers, forests) have a 2D array defined that functions like a stamp. For rivers, the generator picks a random x,y coordinate, stamps into the terrain, then moves the x,y in a random direction and stamps again. It repeats until it hits the edge of the map.
Lakes and forests run on a similar concept, but the loop is modified so it behaves differently.
mathew at May 15th, 2014 12:49 — #9
redesigned at May 15th, 2014 22:11 — #10
that water simulation is pretty amazing, thanks for sharing!
I was especially impressed once i realized i could lift the sphere out of the water and smash it back down, or have it partially submerged.
the only real flaw i've noticed is that water can't overcome the surface tension and separate, like when you smash the sphere downwards you'd expect some water to become airborn. likely that bit adds a lot of complication to the simulation.
lishevita at May 15th, 2014 22:42 — #11
After looking at a few of these terrains, I was thinking that I'd want to pick a good one and 3D print it for table top gaming.
ryanbennitt at May 16th, 2014 00:37 — #12
POV-Ray can produce much the same thing with a script of about 130 characters.
doctorow at May 19th, 2014 23:01 — #13
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