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moon buggy terrain data
Posted: Sun Aug 02, 2009 5:02 pm
by littlestwarrior
Hello
i was just wondering how the numbers for the terrain data in moon buggy are gotten i tried adding my own number and got disasterous results. the track got really pointy and the buggy couldnt go up. so if anyone can tell me what the best way to get the terrain numbers, that would be great!!
thanks
Re: moon buggy terrain data
Posted: Mon Aug 03, 2009 10:07 am
by slembcke
perlin noise generated and formatted using a Ruby script
Re: moon buggy terrain data
Posted: Mon Aug 03, 2009 10:45 am
by ɹoıɹɹɐʍʇsǝןʇʇıן
Is there an easier way to make that terrain... Or can you post a link to a tutorial that explains how to do it?
Thanks
Re: moon buggy terrain data
Posted: Mon Aug 03, 2009 12:03 pm
by slembcke
http://www.noisemachine.com/talk1/
http://mrl.nyu.edu/~perlin/noise/
Those are the two most useful perlin noise links I know of. They are both for 3D noise, but it's easy enough to simplify it down to 1D noise that you can use for terrain.
Re: moon buggy terrain data
Posted: Mon Aug 03, 2009 12:14 pm
by ɹoıɹɹɐʍʇsǝןʇʇıן
it is still kind of confusing. Let me see if I understand... They are pretty much random coordinates?
Thanks
Re: moon buggy terrain data
Posted: Mon Aug 03, 2009 1:41 pm
by DetectiveCakes
ɹoıɹɹɐʍʇsǝןʇʇıן wrote:it is still kind of confusing. Let me see if I understand... They are pretty much random coordinates?
Thanks
Perlin noise is psuedo-random, but with elements that are of similar size.
Re: moon buggy terrain data
Posted: Mon Aug 03, 2009 4:48 pm
by slembcke
1D Perlin noise basically looks like a sine wave, but the bumps in it don't always happen at the same intervals.