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