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██ Terraining - How-To Guide ██ Updated 3/20/13 - Rampscaping
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otto-san:

--- Quote from: Conan on August 09, 2012, 11:53:48 AM ---that would be amazing then. please post pictures when you can, even if its not updated.

How does the brickscape fit the cubescape? Last time I checked cubes were a multiple of 10 plates high.

 Does it have recognition of developing formations; ie detecting the rise in slope in some section and deciding that its an opportunity for a cliff, instead of spawning cliffs randomly based on how often one's been generated?
On another note with cliffs, if the above question answer is yes. Does it randomly generate a height the cliff will be, or will it be relative to how high the cliff/ledge is at the moment? Generated plateaus would be an interesting concept.

How does it blend the difference between brickscape and cubescape to make it not high-contrast?

Does it brick conserve? What about plating?

--- End quote ---
The bricks just go on top of the cubes. Every few layers or so, there is a one-plate gap, but it fits the terrain's shape so we left it. The bricks use 1:1 scale (e.g 4x4, 2x2) and 2:1 (e.g. 4x8, 2x4) to be efficient. There is a peturbation part of the generation code, except I haven't seen it in action very much. It was added to cause cliffs.

We also tried adding erosion, but it was way too slow to be part of the generation process.

also here's a fairly old picture from when 2x detail was first implemented:
Conan:
Then wouldn't the cubescape be a waste? You might as well just make it 100% brickscape. The gap looks ugly if you don't fill it in or hide it somehow. I tried that style with Althur with limited success, so I just made the valley 100% brickscape.

Hell, I think it would be easier if it was like that, except for the cliffs.

1:1 and 2:1 isn't too efficient, but I guess it works. Are there any gaps in the terrain? Sometimes if not monitored well using just those scale bricks will end up with a lot of holes, and if you don't use a 1x4, 6, 8, or 10, it could be filled in with loads of tiny bricks.

Any problems with "Floating Brick" issues?


--- Quote from: otto-san on August 09, 2012, 11:57:38 AM ---We also tried adding erosion, but it was way too slow to be part of the generation process.

--- End quote ---
IF you could find a way to implement it this would revolutionize terrain generation.


--- Quote from: otto-san on August 09, 2012, 11:57:38 AM ---also here's a fairly old picture from when 2x detail was first implemented:


--- End quote ---
that's some good terrain but i can see plate height issues and that's really bugging me. Brickscape terrain is supposed to be made so that normal buildings can be made atop it with relative ease (since it fits with the brick height grid) but yours just tiles stuff on top of cubes with a disregard for this height problem.

Nonetheless its beautiful.
otto-san:

--- Quote from: Conan on August 09, 2012, 12:06:04 PM ---Then wouldn't the cubescape be a waste? You might as well just make it 100% brickscape.

--- End quote ---
Except using bricks entirely is a lot less efficient than using cubes. And it uses oct trees for efficiency, so that's also another reason.
Conan:

--- Quote from: otto-san on August 09, 2012, 12:08:11 PM ---Except using bricks entirely is a lot less efficient than using cubes. And it uses oct trees for efficiency, so that's also another reason.

--- End quote ---
Sounds good but what about
--- Quote from: Conan on August 09, 2012, 12:06:04 PM ---that's some good terrain but i can see plate height issues and that's really bugging me. Brickscape terrain is supposed to be made so that normal buildings can be made atop it with relative ease (since it fits with the brick height grid) but yours just tiles stuff on top of cubes with a disregard for this height problem.

--- End quote ---
otto-san:

--- Quote from: Conan on August 09, 2012, 12:09:04 PM ---Sounds good but what about

--- End quote ---
an issue with any terrain generator. you have to work with the terrain or modify it. this is done in reality as well.

i don't think there's any good way to make it build areas where building is more possible than other areas. you just have to roll the dice.

there's also no good way to solve the problem anyway. there's either going to be incorrect terrain or bricks that are a plate higher than the ones below them.

edit:
man-made terrain will always have advantages over computer-made terrain. they both have pros and cons, man has the pro that it can make things pretty in its own ways.
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