NoiseViewer – version 1.5
The NoiseViewer project has been progressing slowly but surely. This new version paves the way for sub-layers to control variables in higher layers of noise. For instance, you assign an “input” layer to define the changing cutoff value for every point in the top layer. Here is a screenshot illustrating this feature in action: This […]
In: Uncategorized · Tagged with: code, glut, osx, procedural content generation, simplex noise, sublayers
NoiseViewer v1.1 – now with GLUI
A whole lot of changes have gone into the new version of the NoiseViewer. It is by no means a truly usable piece of software, but because of the numerous changes made (and to be made), this snapshot is being made public. The GLUI library has been added, in order to give more interface options. […]
In: Uncategorized · Tagged with: code, glui, glut, procedural content generation, pseudorandom, simplex noise
NoiseViewer version 1
The NoiseViewer is a simple program that lets you explore a two-dimensional noise map generated in real-time. This is a preliminary tool designed to be a starting point for mapping out and viewing procedural content. I hope to make the NoiseViewer more and more sophisticated as layers of noise and objects start stacking up. This […]
In: Uncategorized · Tagged with: code, example, glut, opengl, perlin noise, procedural content generation, pseudorandom, simplex noise, tools
thoughts on predictably-autogenerated content
I opened this separate WordPress blog on Megastructure.org in order to explore some more technical aspects of the building process. I hope to publish my findings as I go along, with the lofty goal of making a complete Megastructure experience freely available. The stepping-stones along the way consist of modeling separate aspects of the Megastructure, […]
In: Uncategorized · Tagged with: game, megastructure, PCG, procedural content generation, pseudorandom, random, simulation, world