Difference between revisions of "AAGRINDER terrain generation (technical)"
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== Prerequisites == | == Prerequisites == | ||
| − | + | Before reading this page, you should have a basic understanding of [[wikipedia:Pseudorandomness|pseudo-random number generation]], [[wikipedia:perlin noise|Perlin noise]] and [[wikipedia:cellular automata|cellular automata]]. | |
| + | |||
| + | == Stone generation == | ||
| + | |||
| + | == Water generation == | ||
| + | (mention flat top & bottom and draining) | ||
| + | |||
| + | == Coral generation == | ||
| + | (mention colors) | ||
| + | |||
| + | == Grass == | ||
| + | (mention grass biomes) | ||
| + | |||
| + | == Diamonds == | ||
| + | |||
| + | == Structures == | ||
| + | === Portals === | ||
| + | |||
| + | == Trees == | ||
| + | (with link to a separate page for more details) | ||
| + | |||
| + | == Seagrass == | ||
Revision as of 22:15, 12 October 2019
This page describes some of the details of the workings of the AAGRINDER terrain generator.
Contents
Prerequisites
Before reading this page, you should have a basic understanding of pseudo-random number generation, Perlin noise and cellular automata.
Stone generation
Water generation
(mention flat top & bottom and draining)
Coral generation
(mention colors)
Grass
(mention grass biomes)
Diamonds
Structures
Portals
Trees
(with link to a separate page for more details)