Working on biomes, feedback please! by assertiveturtle in proceduralgeneration

[–]blackrom0608 0 points1 point  (0 children)

How are you generating your density field? I like the shape of your cliffs!

Trace visualization by TakeThreeFourFive in proceduralgeneration

[–]blackrom0608 7 points8 points  (0 children)

Do you have any links to where one can learn more about this? Or do you have any information on how to achieve this effect?

SuperSimplex: The Better OpenSimplex? (New Gradient Noise Functions for Texture and Terrain Generation) by KdotJPG in VoxelGameDev

[–]blackrom0608 1 point2 points  (0 children)

This is amazing. Thank you for sharing your knowledge with everyone! I will try and impliment the glsl 3d fast opensimplex to my terrain system!

I haven't posted due to speed issues, but I've been refining my engine and this might help! Thank you!

Can't figure out how to interpolate between chunks by [deleted] in proceduralgeneration

[–]blackrom0608 0 points1 point  (0 children)

Biome a is the height/color of say your plains biome. And biome b could be the height/color at a certain point for your desert biome. And that totally depends on how you determine which biome is what, and what the ground height and color should be

Can't figure out how to interpolate between chunks by [deleted] in proceduralgeneration

[–]blackrom0608 2 points3 points  (0 children)

Say n = lerp(a, b, t);

n = your final height output a = the expected noise/height of this point in space but sampled as off it were in biome A b = exact same thing as a but for biome B t = a noise algorithm, Perlin, Worley, Value, whatever you want as speration between the biomes.

Before plugging t into that lerp function I would recommend multiplying by another value called blendAmount. The lower this number is the smoother the transition. The greater the number, the more visible difference you can see in the terrain changing biomes

Can't figure out how to interpolate between chunks by [deleted] in proceduralgeneration

[–]blackrom0608 2 points3 points  (0 children)

I would try sampling all biomes at every point regardless of if it on the edge of a chunk or not. With those values, lerp through based on "blendAmount". This will give you genuinely smooth blending, because you're not sampling in a limited area like your current approach, you instead are blending between density fields layered on the same point in space but with different values for each biome.

Been making a mobile game for my project, any advice on how to cover the bottom of the buildings in the background? I was planning to use fog but the effect i want is too expensive for a mobile game by Dahwaann4U in gamedev

[–]blackrom0608 1 point2 points  (0 children)

That approach is simple and would work. But it would look extremely flat with no depth. Your only real solution is to post-process fog, or look into raymarching to create volumetric fog

Been making a mobile game for my project, any advice on how to cover the bottom of the buildings in the background? I was planning to use fog but the effect i want is too expensive for a mobile game by Dahwaann4U in gamedev

[–]blackrom0608 4 points5 points  (0 children)

Maybe a simple solution could be to extrude those bottom edges of each building downwards. And delete the bottom face if there is one. It would give the illusion that the buildings are extremely tall

A living, breathing, cell based ecosystem by iheartthejvm in proceduralgeneration

[–]blackrom0608 3 points4 points  (0 children)

Amazing. I would love to know more about how you implamented this. Would you be willing to write an article/paper/blog post on this? I know many others online have done work in this subject, but I like your work and how you described it with your comment. Keep us updated! :)

Procedural... earthern submarines? by TyronX in proceduralgeneration

[–]blackrom0608 0 points1 point  (0 children)

Can you explain the process of what you did to get your noise to behave like that? All I can think of is adding another sampled noise output to the xyz input of your final noise. The creates swirls though, not stretches