Monday, August 20, 2012

Terrain Progress

Did some work on my Voxel Terrain Generator. I will edit this later so to show screenshots when I start working on the rendering of the Voxels. Each Voxel will represent a 13 meter volume and be divided into 16x16x16 volume areas (Chunks). It is my hope that I will be able to effectively generate and display a cavernous terrain which takes up a volume of approximately 160 Voxels long, 160 Voxels wide, and 1000 Voxels deep.

The terrain will be loosely separated into layers:
  • Soil Layer
    • 10-20m in depth from top of layer to bottom of layer
    • Contains: Soil, Loam, and/or Clay
  •  Shallow Mineral Layer
    • extends approx. 200m in depth from bottom of soil layer
    • Contains
      • Minerals: Bitumous Coal, Lignite, Bauxite, Malachite, Cassiterite, Sphalerite
      • Stone: Sandstone, Mudstone, Chalk, Conglomerate
  •  Low Mineral Layer:
    • extends approx. 200m in depth from bottom of shallow mineral layer.
    • Contains
      • Minerals: Tetrahedrite, Anthracite, Limonite
      • Stone: Phyllite, Quartzite, Shist
  • Deep Mineral Layer:
    • extends approx. 200m in depth from bottom of low mineral layer.
    • Contains
      • Stone: Basalt, Orthoclase, Granite, Gabbro
The Magma sea will extend from the base of the map up to the base of the Deep Mineral layer.

These layers are being created using multiple heightmaps generated using 2D Simplex Noise with a little random factor to alter the heightmaps so they don't look identical. The layered heightmaps are then averaged to create a slight increase in layer depths the further from the surface the layer is naturally located.

I should be done with this section of the Terrain Generator soon and should be able to post some pictures soon. Just need to get the rendered Meshes generated properly after a few more tests to deal with some data model issues.

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