Supposing you have a 3d box of cubes, with each cube having 3 indices: (x,y,z), and 1 additional attribute to specify if it represents land or air.
Let’s say that we have a 3d array to represent this box of cubes, with each cube being an element in the 3d array.
The following array, for example, would represent a bowl shaped piece of land:
y=0:
0 0 0 0 0
0 0 0 0 0
1 1 1 1 1
1 1 1 1 1
y=1:
0 0 0 0 0
0 0 0 0 0
1 0 0 0 1
1 1 1 1 1
y=2:
0 0 0 0 0
0 0 0 0 0
1 0 0 0 1
1 1 1 1 1
y=3:
0 0 0 0 0
0 0 0 0 0
1 1 1 1 1
1 1 1 1 1
What is an algorithm such that given a selection box it would generate hills with f frequency and with average height of h, with v average variation in height?
We can assume that the lowest level of the bonding box is the “baseline”, or “sea-level”.
function makeTrees(double frequency, int height, double variation)
{
//return 3d array.
}
I’m writing a minecraft MCEdit filter plugin 😛
Simplest way is to decompose the problem into three parts:
Write a routine to generate the cubes for a single hill of height h. Start off by making this a simple cone (play with apex angles till you find something that looks pleasing)
Generate a set of n heights between h-v and h+v, using the random number generator of your choice
Place n mountains randomly on your cube. It doesn’t matter if they intersect – indeed, it will lead to a better-looking range.
However, I’d also suggest abandoning this approach, and simply generate a fractal terrain within your bounding cube, then discretize it. You can play with the paramaters to your fractal generator to bound the height and variance.