Author Topic: Devblogs!  (Read 5250 times)

JackOatley

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Re: Devblogs!
« Reply #45 on: September 29, 2016, 02:14:07 PM »
Are you using standard simplex noise or did you also modify that?
Standard I guess, I'm no expert and it's been a long time since I touched those functions! But they work well enough for now.

There are other kinds of noise involve too though, in tree placement for example, that uses to same permutation list as the simplex but is a little more direct. For example:
Code: [Select]
var size = ds_list_size( chunk[INSTANCES] );
var xPos = Wrap( global.simplexPerm[| Wrap( size+randomX, 0, 511 ) ], 0, 15 );
var yPos = Wrap( global.simplexPerm[| Wrap( size+randomY, 0, 511 ) ], 0, 15 );
randomX and randomY are actually constant numbers derived from the chunk position. So it throws that number into the perutation list, wrapping it til it fits, then the resulting number is wrapped into the chunk dimentions and you get what is essentially a procedural coordinate. I add "size" so each new instance gets a new coord.

JackOatley

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Re: Devblogs!
« Reply #46 on: October 17, 2016, 04:34:35 PM »

Braffolk

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Re: Devblogs!
« Reply #47 on: October 19, 2016, 03:31:03 PM »
Yay. More devlogs!