I am using the diamond-square algorithm to generate random terrain. It works fine except I get these large cone shapes either sticking out of or into the terrain.
I\'m trying to generate a set of points (represented by a Vector struct) that roughly models a spiral galaxy.
I\'m playin开发者_如何学编程g with the Alsa API and I wonder which parameters I should pass to the function snd_pcm_writei to simply play the solfège syllables/notes (A-G / do re mi fa sol la si do).
I\'m making a Worms-style bitmap destructible terrain game using OpenGL. I\'d like to know where the limitiations in terms of video memory are for the size of the worlds.
How is it possible that in a 64kb compiled exe, these programs can generate s开发者_如何学编程uch crazy visuals, complete with matching music?
I can wrap my head around using a 2D Perlin noise function to generate the height value but I don\'t understand why a 3D Perlin noise function would be used. In Notch\'s blog, he mentioned using a 3D
When I call libnoise\'s getvalue function with x, y, and z as integers I always get 0 back as a result.Is this normal?When I try 1.25, 0.75, 0.5 as in the tutorial http://libnoise.sourceforge.net/tuto
I am trying to come up with a technique to generate a height map for a meteor crater.I\'m trying to keep is small and simple at the moment, and have a simple algorithm where the centre of the crater i
For a 2D tile engine I\'m working on map generation algorithms. I tried heightmap generation : hill generation
I\'m making a Sokoban style game (i.e. it\'s not exactly the same as Sokoban so I can\'t use existing levels) and would like to create random levels on it so a player could keep playing it and always