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Diamon-Square Algorithm

Name: Anonymous 2019-04-25 10:25

It gets biased, because of distance=sqrt(2) on the diamond stage is conflicting with distance=1 on square stage, meaning that diamonds have larger area of influence than the squares, so the result isn't perfectly random and has predictable patterns.

Name: Anonymous 2019-04-25 10:28

I.e. 45 degree lines are 1.4 times more likely 90-degree ones.

Name: Anonymous 2019-04-25 12:15

but perfect randomness and unpredictability are not even the point of this algorithm. in fact, the existence of such patterns might be a plus given its use in terrain generation: white noise wouldn't make for a realistic terrain, would it?

Name: Anonymous 2019-04-25 12:41

>>3
God loves diagonal mountains going at 45 degree angles.

Name: Anonymous 2019-04-25 15:32

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Name: Anonymous 2019-04-25 18:16

Current state of the Spell of Master world generation:
http://lj.rossia.org/users/sadkov/387793.html

Name: STLC 2019-04-25 18:42

>>7
Does not look bad.

Name: Anonymous 2019-04-26 5:34

Yeah nikit, cool game. Good job so far.

Name: Anonymous 2019-04-26 6:31

>>7
it's nice that your're are making your're are game

Name: Anonymous 2019-04-26 7:32

diamond-dubs algorithm

Name: Anonymous 2019-04-26 7:38

Will it gradually change into a C++ game with symta for scripting?
That's common for games, even spacecraft apparently.
Anyways, very cool.

Name: Anonymous 2019-04-26 17:25

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Name: Anonymous 2019-04-27 0:07

>>12
Nope. More like the C++ parts are gonna be replaced with Symta, as soon as I implement proper FFI.

Name: Anonymous 2019-04-28 13:31

Okay. Here is what I'm trying to achieve:
https://www.deviantart.com/snv1985/art/Island-795575066

Name: Anonymous 2019-04-29 8:29

Also, how does one convert a bumpmap into the corresponding heightmap?

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