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Fractal Frenzy
Published on January 18, 2005 By CaretFarmer In GalCiv Journals
The beauty of fractal terrain generation is that it can supply a large number of unique terrains from a compact representation. The ugliness of fractal terrain generation is that it looks, well, like fractal terrain. Okay, it's not that ugly, but it's nothing to write home about either. So, these days I'm spending my time trying to figure out ways of making the terrain look less fractal. The screen shot below displays some of the changes I've made of late. In particular, using a cheap and dirty lighting technique called slope lighting Link, the mountains now look like they're taller than the surrounding terrain because they've got some shadows to show off their majestic rugged cragginess. Before the introduction of slope lighting, the mountains often looked more like clouds passing over the terrain (fractal terrain generation algorithms also make decent clouds with just a few minor mods to the carburetor) or strange sunken snow-covered areas. The effect is used throughout the map, but with varying degrees of severity. For example, the deserts and prairies are smoothed out so that they don't look as chaotic and rough (though I may have gone a little too far with the smoothing--more experimentation is called for). I think the overall effect is pretty convincing.


Comments
on Jan 18, 2005
Very nice!

Wow, I remember back in high school when fractals were da bomb...
on Jan 18, 2005
ooOoh, the mountains look good.

Do the green square areas represent the useable terrain?
on Jan 19, 2005
Ok, I think I figured it out.. The PQ = # of squares useable on planet? or is that just a coincidence?
on Jan 19, 2005
Yeah, green = good to go, yellow = needs some work, red = needs a lot of work (though there weren't any reds in that screen). And, yup, you broke the secret code: PQ = # of usable tiles. The # of yellow and red tiles is also based on PQ but not directly and exclusively. The exact formulas haven't been finalized yet, but the idea is that before you control a planet, you can get an idea of how good it is based on PQ but it'll be unclear how many yellow & red tiles are available, adding an element of chance to choosing which planet to capture. Hopefully this will add fun to the game.
on Jan 20, 2005
though and maybe this slight difficulty is good because you'll never be quite sure of the PQ till you conquer it.

Paul.
on Jan 20, 2005
Wow. Great imporvement. Keep up the good work!