procedural-generation

Optimizing numerical array performance in Haskell

安稳与你 提交于 2019-11-27 10:18:49
问题 I'm working on a terrain generation algorithm for a MineCraft-like world. Currently, I'm using simplex noise based on the implementation in the paper 'Simplex Noise Demystified' [PDF], since simplex noise is supposed to be faster and to have fewer artifacts than Perlin noise. This looks fairly decent (see image), but so far it's also pretty slow. Running the noise function 10 times (I need noise with different wavelengths for things like terrain height, temperature, tree location, etc.) with

Mathematical question: procedural generation of a galaxy

拜拜、爱过 提交于 2019-11-27 09:07:51
问题 I'm going to make a space/trading/combat game that is completely procedurally generated. But, I know that storing all of the details of the whole galaxy in memory is unfeasable. As a result, I've been think that I can use a seed to generate a solar system, and from that solar system, you can use jumpgates to travel to other solar systems. The problem is that if I jump to another solar system from the starting one, I need to be able to get back to the exact same starting solar system with the

Procedural generation of stars with skybox

余生长醉 提交于 2019-11-27 07:17:44
问题 I am attempting to procedurally generate a star-filled background in OpenGL. The approach I am taking is to create a skybox with a cubemap texture. Each side of the cubemap texture essentially consists of a 2048x2048 black image with randomly selected texels set to White. Here is the result: I'm not sure how obvious it is from the image, but when moving around a very distinct box shape can be made out as stars close to the edge of the box appear smaller and closer together. How can I prevent