terrain-map
ARCHIVED - repo for blog post http://www.vogt.world/writing/procedural-terrain-generation/
git clone https://git.vogt.world/terrain-map.git
Log | Files | README.md
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commit
message
Adding some more description
author
Ben Vogt <[email protected]>
date
2016-05-14 15:14:10
stats
1 file(s) changed, 4 insertions(+), 4 deletions(-)
files
index.html
 1diff --git a/index.html b/index.html
 2index 275edfe..fe3d81e 100644
 3--- a/index.html
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 5@@ -11,11 +11,11 @@
 6     <div class="container">
 7       <div class="row">
 8         <h1>Terrain Maps</h1>
 9-        <h4>Generating terrain maps using Diamond-Square, smoothing, and erosion algorithms.</h4>
10-        <p>I've been messing around with different terrain smoothing algorithms to run on Diamond-Square-generated maps. I'm putting them here to so I remember them and write them out a little more clearly. All maps use the Diamond-Square algorithm
11+        <h4>Generating and manipulating terrain maps using Diamond-Square, smoothing, and erosion algorithms.</h4>
12+        <p>I've been messing around with different terrain smoothing algorithms on Diamond-Square-generated maps. I'm putting them here to so I remember them and write them out a little more clearly. All maps use the Diamond-Square algorithm
13           to begin with. After than, some use smoothing passes, which essentially involves iterating over every point and setting it to be the average of all neighboring points within an X radius. Others involve erosion algorithms.</p>
14-        <p>All maps are rendered with heighest points in white, lowest in black. Values are relative to minimum and maxmimum values, meaning that if a map was generated with a single point that is 100, and all others being around 5, it's going to
15-          look pretty dark.</p>
16+        <p>All maps are rendered with heighest points in white, lowest ones in black. Values are relative to minimum and maxmimum values, meaning that if a map was generated with a single point that is 100, and all others being around 5, it's going to
17+          look pretty dark. All maps are 256 by 256. </p>
18         <p><strong>NOTE: Some of these map sets take upwards of 45 seconds to generate on a computer with a solid processor. Your milage may vary.</strong></p>
19       </div>
20     </div>