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Scattered-Biome-Blender Alternatives
Similar projects and alternatives to Scattered-Biome-Blender
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Noise-Extras
Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
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InfluxDB
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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 better Scattered-Biome-Blender alternative or higher similarity.
Scattered-Biome-Blender reviews and mentions
Posts with mentions or reviews of Scattered-Biome-Blender.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-03-08.
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Procedural noise based object placement in game world
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.
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I started a new procedural generation blog! First post: Fast Biome Blending, Without Squareness
Github Repo: https://github.com/KdotJPG/Scattered-Biome-Blender
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Question about erosion
To generate the point distributions you need, you could probably use this ChunkPointGatherer class I wrote for another project, and its dependency UnfilteredPointGatherer. Port to whatever language you need, of course. Here is my understand of how to implement this:
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My first try at Procedural Generation, using unity's built in Perlin Noise
If you write a function that returns what the biome should be at or near an arbitrary point in the world, then you can evaluate that function at randomly-ish distributed points (with an upper bound on how far apart they can be spaced), and blend over them. I've implemented the blending part here, a user would just need to implement the callback and decide on the parameter values. The parameters are point frequency, and minimum blend radius (or length).
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Searching for material !
Blending can be difficult to make fast and not appear griddy at the same time. I did put together a quick blending system a couple weeks ago, though that addresses both of these problems. https://github.com/KdotJPG/Scattered-Biome-Blender It works by sampling a sparse and random-looking distribution of points from an underlying biome query function, then at each block or pixel in the world it considers all evaluation points within a certain circular range. It starts with a minimum circular size that guarantees there will always be at least one point in range, then it adds a user-specified padding to ensure a minimum distance for transition to occur over. It also inherently adds a bit of noisiness to the borders, which is something you may want anyway.
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A note from our sponsor - InfluxDB
www.influxdata.com | 3 May 2024
Stats
Basic Scattered-Biome-Blender repo stats
5
21
0.0
about 3 years ago
KdotJPG/Scattered-Biome-Blender is an open source project licensed under Creative Commons Zero v1.0 Universal which is not an OSI approved license.
The primary programming language of Scattered-Biome-Blender is Java.
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