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In texture generation is used random fractal terrain generation algorithm
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[http://www.gameprogrammer.com/fractal.html].
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In 1 dimension algorithm starts with one straight line. Then it affects to that
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line's midpoint with some random multiplied with H-value. After those first steps
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it simply calls itself to both parts of line changing H-value smaller.
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Two dimensional version (programmed to the code) needs step for point's between
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last density and step diagonal to last density's points, otherwise quite similar
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to 1 dimensional version.
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Version of algorithm in our code is decided to be coded as iterative.
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