Scattered-Biome-Blender

Smooth transitions over biome borders using scattered point evaluations. (by KdotJPG)

Scattered-Biome-Blender Alternatives

Similar projects and alternatives to Scattered-Biome-Blender

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.
  • Procedural noise based object placement in game world
    1 project | /r/proceduralgeneration | 8 Jul 2021
    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.
  • I started a new procedural generation blog! First post: Fast Biome Blending, Without Squareness
    1 project | /r/proceduralgeneration | 13 Mar 2021
    Github Repo: https://github.com/KdotJPG/Scattered-Biome-Blender
  • Question about erosion
    2 projects | /r/proceduralgeneration | 8 Mar 2021
    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:
  • My first try at Procedural Generation, using unity's built in Perlin Noise
    2 projects | /r/proceduralgeneration | 23 Feb 2021
    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).
  • Searching for material !
    1 project | /r/proceduralgeneration | 13 Feb 2021
    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.
  • A note from our sponsor - InfluxDB
    www.influxdata.com | 3 May 2024
    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. Learn more →

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.


Sponsored
SaaSHub - Software Alternatives and Reviews
SaaSHub helps you find the best software and product alternatives
www.saashub.com