[Example] Procedurally Generated World

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Post » Sun Jan 16, 2011 10:03 am

[quote="newt":2nszpcuj]No prob.
Since your in a learning mood.....
You can also take a "slice" of the noise, or get the data from a single axis.

[url:2nszpcuj]http://dl.dropbox.com/u/666516/sea.cap[/url:2nszpcuj][/quote:2nszpcuj]
Cool idea!
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Post » Sun Jan 16, 2011 1:32 pm

[quote:nfif0l48]You can also take a "slice" of the noise, or get the data from a single axis.

http://dl.dropbox.com/u/666516/sea.cap[/quote:nfif0l48]
cool! This could be used in some 'pocket tanks' like games.
actually my first attempt at procedural generation was to make random terrain like what you did right now but i failed since all I was getting was blobs looking thingys.

In this I'm pasting more than 10000 '2x2' sprites on the canvas. Yes, I suck in optimization.



[quote:nfif0l48]Since your in a learning mood.....[/quote:nfif0l48]
I should probably use that in learning linked lists and search algorithms for my next test. :wink:
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Post » Mon Jan 17, 2011 2:06 pm

The file has been updated with some changes, see the first post for details.
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