Timeline for Matching a chunk of procedurally generated world to a chunk of other world
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 16, 2020 at 10:15 | history | edited | CommunityBot | Commonmark migration | |
| Sep 29, 2015 at 2:20 | history | edited | Aracthor | CC BY-SA 3.0 | Updated image. |
| Sep 28, 2015 at 23:03 | comment | added | Alec Teal | So the other answer here uses (sort of, not quite) a third dimension as charts. Also you also view the plane as a manifold, and I like your ideas. To extend it a bit further you really want a smooth manifold. You need to make sure your transitions are smooth. You could then apply a blur or noise to this and the answer would be perfect. | |
| Sep 28, 2015 at 15:16 | history | edited | Aracthor | CC BY-SA 3.0 | Added update from comments. |
| Sep 28, 2015 at 14:12 | comment | added | netaholic | I've updated my question. Tried to describe some ideas I have | |
| Sep 28, 2015 at 13:41 | comment | added | Aracthor | @netaholic It would not be larger, but kind of. I added a paragraph on it. | |
| Sep 28, 2015 at 13:41 | history | edited | Aracthor | CC BY-SA 3.0 | Added precision on chunks size. |
| Sep 28, 2015 at 13:37 | comment | added | netaholic | Do you suggest to generate "center" of a chunk from a seed and its edges "smoothed" based on adjacent chunks? It makes sense, but it will increase the size of a chunk, since it should be the size of an area, that player can observe plus double the width of a transition area to adjacent chunks. And chunk area becomes even larger the more diverse the world is. | |
| Sep 28, 2015 at 13:29 | history | answered | Aracthor | CC BY-SA 3.0 |