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Re: Generating seabed heightmap

Posted: 18 Jan 2013, 20:20
by themac
Maybe it could be done with some sort of generation calculation (a so called "cam" (cellular automata machine) similar to the "game of life" where cells affect neighbour cells on simple rules). A few, quick generations should be enough to get a decent result maybe. :)

Re: Generating seabed heightmap

Posted: 18 Jan 2013, 20:44
by NoQ
What are those 5-tile glider-shaped hills flying through my seabed? O_o