You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Structures are built on top of the noise-generated terrain. Mountains, lakes, deserts are all noise-generated, and their small features, the caves, fords, and trees too.
But when tiles with strict rules, like the wall of a house, the roads, or the rivers need to be created, each tile needs to be aware of the nearby tile, and noise is not enough for that.
So a structure layer needs to be created on top of the noise map layer, that will cover the whole map with structure zones, covering a higher number of squares. Each of these will have a single structure strictly inside its borders, like a village, a castle, a dungeon or a temple.
When the player sees the very first tile of a zone, that's when the structure layer of the whole zone will be generated.
The content of each zone is determined by another noise map.
The text was updated successfully, but these errors were encountered:
Structures are built on top of the noise-generated terrain. Mountains, lakes, deserts are all noise-generated, and their small features, the caves, fords, and trees too.
But when tiles with strict rules, like the wall of a house, the roads, or the rivers need to be created, each tile needs to be aware of the nearby tile, and noise is not enough for that.
So a structure layer needs to be created on top of the noise map layer, that will cover the whole map with structure zones, covering a higher number of squares. Each of these will have a single structure strictly inside its borders, like a village, a castle, a dungeon or a temple.
When the player sees the very first tile of a zone, that's when the structure layer of the whole zone will be generated.
The content of each zone is determined by another noise map.
The text was updated successfully, but these errors were encountered: