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@fndTenorio
@fndTenorio 5 ай бұрын
what do you mean 4x4 groups of closest quadrants?
@arthuramorim8188
@arthuramorim8188 Жыл бұрын
Great video! Wouldn't Minkowski Distance be an interesting approach for handling the rough edges?
@WelshGuitarDude
@WelshGuitarDude Жыл бұрын
How do you use this on unity terrain mesh to blend textures of biomes that's what I'm struggling with
@perkele1989
@perkele1989 Жыл бұрын
Fantastic method and overview, thank you!
@vaguephoenix3512
@vaguephoenix3512 Жыл бұрын
Thank you for your great video , very helpful 💗
@leighwalker5293
@leighwalker5293 Жыл бұрын
Hi im trying to implement this idea for a space game in godot and would really love a hand. I just want to create a map with a maybe 20 regions roughly. Within a circle specifically.
@mrscauthd
@mrscauthd 2 жыл бұрын
Can i have your dc name, i not understand it
@justbehappii
@justbehappii 2 жыл бұрын
nice animations, very helpful! I would have appreciated a better pronunciaton of the person explaining, however this video was very helpful. Could you also share the references (books, papers) you use to make this video? Thanks
@ladymarinadev2885
@ladymarinadev2885 2 жыл бұрын
Hi, very nice explanation, but I have one question. I'm doing a similar approach to your biomes system and I have been looking through your code, and at the moment to generate the mesh I see I have the same problem as you. We both generate a mesh, but this one is just very thing and the triangles don't spread through, there are on top of each other. Do you know why could be that? Is something about the noise map?
@rudidev5503
@rudidev5503 2 жыл бұрын
Hi, in the code mesh is not about biomes, but rather about the terrain, and biomes themselves are displayed on the plain instead. How to integrate biomes into general terrain is another not obvious question, you can see how it can be done in folder 'Minecraft' in root of the repository, the biomes affect generation of terrain
@ladymarinadev2885
@ladymarinadev2885 2 жыл бұрын
@@rudidev5503 I will look that up thanks <3 Anyway, in the end what I did is to create a normal map for each of the biomes, and then create a general normal map with all that information. But I still have the same problem. I don't know if it's because of the previous system of biomes or what. The point is that I am creating this project for my final degree and I would be happy to show you the code and comment on it. Otherwise I would accept any help here in the comments. Thanks alot <3
@ladymarinadev2885
@ladymarinadev2885 2 жыл бұрын
@@rudidev5503 The problem I can see is that if I put the Map height and width to more than 250, the mesh broke's and starts putting vertices one on top of another and doing weird stuff. Do you know why can be that¿
@rudidev5503
@rudidev5503 2 жыл бұрын
@LadyMarinaDev As I understand it you are also generating a heightmap, and mesh is based on it and biomes, I would recommend to debug biome generation heightmap generation separately. Ie generate mesh with a single biome and display biomes on a plane via color. If there is a bug in either try to fix it. I had folowing issue with merging biomes: since heightmap generation was dependent on a biome, there were drops on biome borders.
@rudidev5503
@rudidev5503 2 жыл бұрын
@@ladymarinadev2885 If that is the issue github.com/kristevalex/TerrainGeneration/blob/main/Minecraft/Assets/Scripts/Chunk.cs Check line 89, there biome weighs are calculated, and height is avarage from this biomes with according weights.
@crb6594
@crb6594 2 жыл бұрын
Nice explanation , but I have some questions. 1.- You said that the selected edges must not be sharing the same vertex, but how can I know which of the edges I have to select? 2.- Why did you reverse the white edges? What is the criteria to change the direction of the edges? Do you have a reference like an article or a book? 3.- How do you determine the new connection? Im talking about how do you know what vertex will be connected with what vertex after the tour change ? 4.-Where did you get that formula to get number of combinations? I hope I was clear with my doubts. Thank you.
@crb6594
@crb6594 2 жыл бұрын
Nice explanation , but I have some questions. 1.- You said that the selected edges must not be sharing the same vertex, but how can I know which of the edges I have to select? 2.- Why did you reverse the white edges? What is the criteria to change the direction of the edges? 3.- How do you determine the new connection? Im talking about how do you know what vertex will be connected with what vertex after the tour change ? I hope I was clear with my doubts. Thank you.
@rudidev5503
@rudidev5503 2 жыл бұрын
1. There are many approaches like looping over all such trios, or trying to select edges randomly 2. Otherwise new graph wouldn't be a tournament (all edges should have the same direction) 3. Not sure I fully understand your question, but if you store tournament as a permutation of vertexes you just need to reverce a sub-array
@nielsbach-srensen5395
@nielsbach-srensen5395 3 жыл бұрын
Awesome, thanks for the explanation. Been struggling a while to wrap my head around 2-opt.
@rudidev5503
@rudidev5503 3 жыл бұрын
Glad to hear that!
@natellasemushkina3482
@natellasemushkina3482 3 жыл бұрын
Hi, can you please explain why 3042 squared is equal to 3764?
@rudidev5503
@rudidev5503 3 жыл бұрын
Since we are looking at modulo additions 3042^2 = 9253764 = 3764 (mod 10000)