Hi,
If you have seen latest screens of my hills on the link in this thread you will see what my code is generating.
I only use perlin noise to get the start position of the first block on the Y-axis and then just allow the next block to be either above previous one by one bloack, same level or
below by one block, is this a good idea or should I just use the perlin noise to get a height factor and render that amount of blocks on the y-axis?
Reason I’m asking is I’d like to have big hills, and my code at the moment isn’t really doing this.
int yOffset = 10;
addEntity(new GrassEntity(0, GRASS_START + yOffset));
for (int x = 1; x < w; x++) {
int pos = r.nextInt(3);
if (pos == 1 && yOffset < GRASS_MAX - GRASS_START)
yOffset += 1;
else if (pos >= 2 && yOffset >= 0)
yOffset -= 1;
addEntity(new GrassEntity(x, GRASS_START + yOffset));
}
Also, is using cellular automata technique be the way to go to generate some caves?
Thanks,
Steve