| Dynamic
Level Generation |
GeoControl
introduces a new system for terrain generation: The
Dynamic Level Generation.
Most terrain generation is based on subdivision or noise
algorithm. The generation starts every time with a small
area, 2*2 pixel. Subdivision generators now subdivide
this area and add new points with a random factor. Perlin
noise generators strecht this area to the entire size
and add more "layers", with more points and
then combine this layers.
So subdivison is not new. GeoControl uses a L-System
based subdivision, the subdivision with the highest
realism and lowest artefacts.
New is, that the user can control every level of the
subdivision process, starting at a level of 8*8 points.
This is the most thinkable control ever.
All filters, the fluvial erosion and the noise generation
itself, can be controlled through the whole generation
process.
This enables totally new filters - the GeoControl "terrainshape"
filters. It never was so easy and so fast, to change
a landscape from ridged mountains to rolling hills.
Combining different filters, noise roughness or erosions
at different levels opens a totally new wide range of
landscape generation.For example you can give a ridged
landscape the surface of rocky hills, or the opposite.You
decide, how the details envelope.The possibilities are
nearly endless and there is much space for new experiments. |
| Dynamic
Level Brush |
Based
on the Dynamic Level Generation the brush was developed.
The
greatest problem with the well known brushes is, that
they themselve do not produce the typical terrain like
structures. They only manipulate these structures and
during a deeper manipulation the typical terrainstructures
are overwritten by the form of the brush, a smooth square
or cycle.
So a totally new approach was choosen: A brush, which
produces this typical structures. After many tries,
I decided, to use the generation procedures also for
the brush, and the complete level generation was transported
to the brush.
The brush size "decides", in which level the
brush manipulates the terrain. All following levels
are based on this level, and so only this one level
is manipulated.So far, this brush was able to do the
typical actions, like rising or slope reducing.
But having done this step, it becomes clear, that this
brush could do much more.The generation of the following
level were no longer dependent from the general generation
process, but could be changed with the brush.
So the brush manipulates the points in the specific
level and then generates a new terrain, based on this
points, and integrates it into the existing terrain.
The integration was a great challenge and took very
much time, but at least, it was solved.
To be true, this brush is so different from the known
brushes, that it may take a bit time, or reading the
brush tutorials, to get mastered the whole power, but
together with the Dynamic Level Generation this brush
offers more flexibilty and control over the entire terrain
then ever before. |