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I am currently working on an OpenGL procedural planet generator.I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM rela
I\'m looking to create a \"blob\" in a computationally fast manner.A blob here is defined as a collection of pixels that could be any shape, but all connected.Examples:
I want to generate (an image of) a single branch of a tree (the \"woody plant\" kind). Maybe similar to this branch, or this one.
I\'m using procedural techniques to generate graphics for a game I am writing. To generate some woods I would like to scatter t开发者_JAVA技巧rees randomly within a regular hexagonal area centred at
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Greetings! As part of Ruby learning, I am working on a project that involves procedural 开发者_如何转开发generation, namely terrain generation and such. It happens to be in Ruby, however after the lo