doc/texture_generation.txt
author Tero Marttila <terom@fixme.fi>
Tue, 20 Jan 2009 23:30:18 +0200
changeset 408 e6cfc44266af
parent 343 6675e370b377
permissions -rw-r--r--
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
In texture generation is used random fractal terrain generation algorithm 
[http://www.gameprogrammer.com/fractal.html].

In 1 dimension algorithm starts with one straight line. Then it affects to that 
line's midpoint with some random multiplied with H-value. After those first steps 
it simply calls itself to both parts of line changing H-value smaller.

Two dimensional version (programmed to the code) needs step for point's between 
last density and step diagonal to last density's points, otherwise quite similar 
to 1 dimensional version.

Version of algorithm in our code is decided to be coded as iterative.