I've been continuing my work on the procedural terrain project I wrote about here. I added grass, trees and footstep sounds (crucial!) and it's beginning to really come together as a nice forest to spend some time in.
I made a video of it here. Enjoy!
If you want to learn more about it, have a look at this thread on the procedural generation subreddit.
3 comments:
Hello!
What alghoritm is better to generate a mixture of scattered trees and forests?. Actually i am generating a few forests (a bunch of trees agrouped randomly) and also a few more randomly. I only use steepness as cutting value for set or not a tree, but the result is not very natural.
Thanks!
Hi Valthaer,
It's a good question. I actually just use a noise function and place trees where it's above a certain threshold value. This means there aren't a lot of scattered or lonely trees in my demo. Where there is, it's usually because they happened to land on a small flat spot where the immediate surroundings are too steep to grow on.
There may still be a bit of effect of having scattered trees some places. I think this is just due to Perlin noise including noise at multiple frequencies, and combined with the threshold, this can sometimes produce some very small "spots" of trees.
Thx Rune!
I will try perlin noise for the scattered insteand of random method., Indeed a clustered(forests) groups and a perlin noise map for the rest of the map.
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