Tried out this fractal terrain stuff but it just looks the same i guess?

This commit is contained in:
iDunnoDev
2022-05-30 12:32:44 +01:00
committed by iDunnoDev
parent 51afdeecbd
commit fa57ec29aa
9 changed files with 134 additions and 6 deletions

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@ -11,7 +11,7 @@ class PerlinTerrainNode : public TerrainNode
public:
PerlinTerrainNode(wstring name, wstring seed, float chunkSize, int widthX = 1023, int widthZ = 1023, float waterHeight = 300.0f, int cellSizeX = 10, int cellSizeZ = 10);
private:
protected:
// the static perlin permutation array, we could calculate a random one but apparently you can run into sequencing issues and this just seems like the best solution
vector<unsigned char> _staticP = { 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
@ -45,6 +45,8 @@ private:
float _chunkSize;
std::mt19937 _generator;
float Fade(float t);
float Grad(int hash, float x, float y);