Home of Ebyan Alvarez-Buylla

World Generation

World Generation Breakdown

World Generation Breakdown

A large part of Dance of Death v0.6.136 was the addition of world generation. Although the world is little more than a large island at the moment, the results are rather satisfying, even considering that the current method of generating terrain is purely based on elevation. After experimenting with a number of techniques, I settled on this simple formula: 1) Generate Fractal Perlin Noise, 2) Multiply noise by a radial gradient, and 3) Apply terrain and water line. Here is the breakdown:

Neural Particle Deposition

Neural Particle Deposition

In developing an algorithm to generate nodes that are guaranteed to be within a certain distance of each other, I stumbled over this interesting distribution of particles which were initially placed randomly then moved near their nearest neighbor. I’ve dubbed this particle system “Neural Particle Deposition” on account of the organic, neuron-like shapes it produces. Take a look:

World Generation Teaser

World Generation Teaser

Happy 2013 everyone! Rather than risking going three months without an update, I figured I’d post some teaser screenshots of the world generation progress on my latest project: