move terrain documentation

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austin 2024-02-29 13:35:08 -05:00
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@page highleveldesignindex High Level Game Design
[TOC]
- @subpage macroWorldPartitioning
- @subpage macroWorldPartitioning
- @subpage terrainOrganization

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Terrain:
@page terrainOrganization Terrain Organization
```
generate 200 x 200
interpolate x 10 in each direction
this map will be 1 km resolution
Useful for macro sim
```
pick points to place mountains at
use curves to generate rivers in data
```
for gameplay,
interpolate x 100 in each direction in memory for local areas to player
finally chunks are 16 x 16 x 16
```
```
sines going in x
cosines going in z
at different frequencies, with modifiers based on the percentage of each biome in the current coordinate
add the sines + cosines to the current interpolated height
Have a couple different instances of simplex noise at different frequencies and amplitudes that get phased in/out based on biome
2d perlin noise where "activation zone" is only values >0.9
when in activation zone x,z, have 3d perlin noise down to a given point that carves cavities
^should generate earthen pillars
```