Created
May 23, 2016 14:29
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LibNoise example
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int[,] level = new int[200,100] | |
caveNoiseScalar = 9; | |
levelRatio = (float) level.GetLength(0) / level.GetLength(1); | |
RidgedMultifractal mountainTerrain = new RidgedMultifractal(); | |
Noise2D heightMapBuilder = new Noise2D(level.GetLength(0), level.GetLength(1), mountainTerrain); | |
Vector2Int startPoint = new Vector2Int(Random.Range(0, 8192), Random.Range(0, 8192)); | |
heightMapBuilder.GeneratePlanar(startPoint.x + 0, startPoint.x + caveNoiseScalar * levelRatio, startPoint.y + 0, startPoint.y + caveNoiseScalar); | |
float[,] heightMap = heightMapBuilder.GetNormalizedData(); | |
for (int x = 0; x < level.GetLength(0); x++) { | |
for (int y = 0; y < level.GetLength(1); y++) { | |
float noiseSample = heightMap[x, y]; | |
if (noiseSample > 0.5f) { | |
//setup the array | |
level[x, y] = 1; | |
//or directly instantiate tiles from here | |
Instantiate(tilePrefab, new Vector3(x, y, 0), Quaternion.identity); | |
} | |
} | |
} |
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