I'm generating a side-view, two-dimensional world.
This is definitely a step back in scope--I won't be able to walk around in buildings, the world will be neither three-dimensional, nor particularly immersive. Plants will be two-dimensional, roads won't really exist.
Not that I won't push my scope back up later... but I'd like to have something running by the end of the quarter.
I had a talk with a graphic designer about aesthetics, and have begun generating theories about how to make buildings. (Plants should be trivial--an afterthought, really.)
I have an acceptable first pass at terrain. The shorthand is this:
X = arbitrary randomization cap. I'm using 30, I think.
Axiom : H(100)H(100)H(100)
H->H((current - prev / 2) + rand(X)) H(current + rand(X))
This generates some random, pseudorealistic terrain. It has the effect of generating an overall macro-terrain, then passing over it, adding more and more detail.
This is requiring a rewrite of my L-system code--not a huge task, but not trivial, either.
This is definitely a step back in scope--I won't be able to walk around in buildings, the world will be neither three-dimensional, nor particularly immersive. Plants will be two-dimensional, roads won't really exist.
Not that I won't push my scope back up later... but I'd like to have something running by the end of the quarter.
I had a talk with a graphic designer about aesthetics, and have begun generating theories about how to make buildings. (Plants should be trivial--an afterthought, really.)
I have an acceptable first pass at terrain. The shorthand is this:
X = arbitrary randomization cap. I'm using 30, I think.
Axiom : H(100)H(100)H(100)
H->H((current - prev / 2) + rand(X)) H(current + rand(X))
This generates some random, pseudorealistic terrain. It has the effect of generating an overall macro-terrain, then passing over it, adding more and more detail.
This is requiring a rewrite of my L-system code--not a huge task, but not trivial, either.