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 1.75
Overview of version 1.75 Certain breakthroughs have led us to a plethora of new and amazing noise! We have made the leap from continuous noise to discrete noise patterns, which will help us later. Here is a nice island, which is trivial to make in the latest version: (XML) And here are some shots of […]
In: Uncategorized · Tagged with: 3d, circles, code, discrete noise, procedural content generation, pseudorandom, simplex noise, squares
Circles and Squares
Overview of version 1.6 Hello, and welcome to version 1.6 of the famous NoiseViewer. This “release” has a number of new and amazing surprises. For instance: thanks to the TinyXML library, now you can save and load your creative patterns to an XML file (not yet supported on OS X). Also, new layer types are […]
In: Uncategorized · Tagged with: circles, code, example, layers, procedural content generation, pseudorandom, squares, tinyxml, XML
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