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Procedural Island Generation (III)
Adding multi-scale noise layers, mountain distance fields, and elevation blending to create detailed terrain from the paint map foundation.
The paint map from Part I - our starting elevation values before noise enhancementFor visualization throughout this series, we’ll be using the magma palette from matplotlib, which I patched to artificially darken the ocean areas to highlight the coastline: Central portion of the above image showing the per-triangle sampling more clearlyRemember that the paint map provides the broad strokes: positive values for land, negative for ocean, with smooth transitions between them. Part IV will simulate the hydrological cycle: rainfall patterns influenced by topography, rivers flowing from peaks to ocean, and valleys carved by erosion.
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