move terrain documentation

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austin 2024-02-29 13:35:08 -05:00
parent 36e2563e03
commit e26fbad7d9
2 changed files with 11 additions and 4 deletions

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[TOC] [TOC]
- @subpage macroWorldPartitioning - @subpage macroWorldPartitioning
- @subpage terrainOrganization

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Terrain: @page terrainOrganization Terrain Organization
```
generate 200 x 200 generate 200 x 200
interpolate x 10 in each direction interpolate x 10 in each direction
this map will be 1 km resolution this map will be 1 km resolution
Useful for macro sim Useful for macro sim
```
pick points to place mountains at pick points to place mountains at
use curves to generate rivers in data use curves to generate rivers in data
```
for gameplay, for gameplay,
interpolate x 100 in each direction in memory for local areas to player interpolate x 100 in each direction in memory for local areas to player
finally chunks are 16 x 16 x 16 finally chunks are 16 x 16 x 16
```
```
sines going in x sines going in x
cosines going in z cosines going in z
at different frequencies, with modifiers based on the percentage of each biome in the current coordinate 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 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 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 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 when in activation zone x,z, have 3d perlin noise down to a given point that carves cavities
^should generate earthen pillars ^should generate earthen pillars
```