AAGRINDER terrain generation (technical)

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Revision as of 07:26, 13 October 2019 by imported>Maze
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This page describes some of the details of the workings of the AAGRINDER terrain generator. For a simpler explanation, see Terrain generation.

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)

Seagrass