Procedural Island Generation (III)
4 hours ago
- #noise-layers
- #terrain-modeling
- #procedural-generation
- Continues from Part II, focusing on detailed noise layers, mountain peaks, and terrain elevation blending.
- Recaps the paint map foundation from Part I, defining land/water distribution with positive values for land and negative for ocean.
- Introduces multi-scale noise layers (six layers) with varying frequencies to enhance terrain detail.
- Details coastal noise enhancement to add high-frequency detail at coastlines without affecting inland elevation.
- Explains mountain distance field computation using BFS through Delaunay triangulation for organic mountain shapes.
- Describes elevation blending combining coastal, hill, and mountain components with weighted blending for smooth transitions.
- Mentions interactive parameter exploration for customization (e.g., coastal noise strength, hill height scale).
- Notes the need for region elevation assignment by averaging elevations of triangles sharing a Voronoi region's seed point.
- Teases Part IV's focus on hydrological cycle simulation (rainfall, rivers, erosion).
- Lists valuable resources for terrain generation techniques and inspiration.