Junctions and Overhauls [version 1.84]
The NoiseViewer has come a long way since its inception some months ago, but there is still much to do. The code is about to undergo another radical reconfiguration, this time extracting ourselves from the original 2d-oriented architecture, and cementing the World object as master over 3D entities. The “ConnectingBoxes” layer has been retired, having […]
In: Uncategorized · Tagged with: 1.84, architecture, boxes, code, connectivity, disjoint sets, noiseviewer, procedural content generation, redesign, structure
Disjoint sets and connectivity (version 1.83)
This version of the NoiseViewer provides a new layer type: ConnectingBoxes. Connecting boxes build a rudimentary network of paths throughout the visible render window. It does this by taking advantage of a data structure called Disjoint Sets, using the Union and Find algorithms. Cells try to be connected as much as they can, and paths […]
In: Uncategorized · Tagged with: algorithms, boxes, connectivity, disjoint sets, noiseviewer, procedural content generation, pseudorandom, union-find
NoiseViewer Version 1.8: leaping to the third dimension
The NoiseViewer has been improved once again. Today’s version brings 3D pattern generation capability. Albeit a simple implementation, but nonetheless a start. Building in 3D is available by choosing the “Boxes” layer type, and clicking “Change base”. (Boxes are not available as a sub-layer.) Here is a screenshot of the boxes in action. Here, their […]
In: Uncategorized · Tagged with: 1.8, 3d, boxes, noise, noiseviewer, procedural content generation