2d Terrain
BlitzMax Forums/BlitzMax Programming/2d Terrain
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Hi Anyone know of a routine that can generate data that can be used to create 2d terrains? |
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That's a wee bit general... 2d terrain... you might want to be more specific. |
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Top-down, or Isometric (like Age of Empires, for example)? Your question can be interpreted broadly.. |
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or side-scroller tiled... etc |
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2d as in worms? Various methods around. I think I posted something on using several subdivision stages to create a variegated landscape. You could use random numbers in some way. Textured polygon routines might help or being able to draw strips from an image - or draw a landscape image and remove the sky? |
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tile maps, scrolling backgrounds? |
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Perhaps just a rectangular texture/heightfield, used to erect a 3d landscape.. |
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Ahem.. Maybe something like this? |
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Hi, I'm thinking of a 2d Isometric tile based landscape. But the main thing is the edges for example between land and water are not always square-like looking. Apparently in My Tribe, the island is generated procedurally Here is a pic http://grubbygames.com/mytribe/screenshots.php?screen=3 |
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i have nothing concrete yet but on and off i'm working on a very side project for some future project ideas that i have, and the way (atleast for now) i plan on going about it is with a series of tiles. ex: solid water tile solid sand tile water + sand left edge water + sand right edge water + sand top edge water + sand bottom edge and then a combination of the edges around the sand until you finally end up with say a little island surrounded by water and draw the tiles in layers, water,sand,grass,mountians as an example. i can't remember the exact number, but i believe i had 20+ to 30+ tiles per element(water,sand,grass,...etc) in the test set that i made. in the code start off with laying down random spots per element depending on a percentage you want for each (55%water, 15%sand, 20%grass, 10%mountain), and then depending what each surrounding tile is, have it lay down the coresponding edge tile that will match that tile plus all the surrounding tiles for the new piece. i hope that makes some sence. there might be/probably are better ways to do it, this is just a way i started testing out awhile back. |