Procedural noise based object placement in game world

This page summarizes the projects mentioned and recommended in the original post on /r/proceduralgeneration

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  • Scattered-Biome-Blender

    Smooth transitions over biome borders using scattered point evaluations.

  • A jittered grid could work well, if you're dividing your world into chunks. You can take this class (+ all its dependencies), port it to whatever language you need, and instantiate it with the parameters you need. I detailed in this blog post the specific case I used it for.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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