Playable Map Height

I have a game with endlessly processed terrain. I use 1 / f noise for height (think this is pearl noise?). In any case, it looks beautiful, but it is not very convenient, since there are no flat areas on it. Just reducing the amplitude will not work, since I still want to have large variations in height. Does anyone know of a filter that I can apply to an elevation map to encourage flat areas while maintaining a large elevation range?

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EDIT: I realized that I want steep gradients to get cooler and flat gradients to get flatter. The terrain is not necessarily realistic, just “fun” for the FPS.

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6 answers

I believe that you need to use the smoothing function to get rid of uneven terrain if this seems like your problem.

I was just browsing this page, but it can be a decent guide: http://www.float4x4.net/index.php/2010/06/generating-realistic-and-playable-terrain-height-maps/

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Not sure if this will help, but you can make it very likely that the range of your function turns into a flat surface. For example, all results between 0.1 and 0.3 have an end probability of 80% as a surface of 0.1. This way you encourage flat surfaces, but keep the high volatility you want.

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Source: https://habr.com/ru/post/1771357/


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