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Designer Worlds This GitHub repository contains supplementary material to accompany Ian Parberry, "Designer Worlds: Procedural Generation of Infinite Terrain from Real-World Elevation Data", Journal of Computer Graphics Techniques, Vol. 3, No. 1, pp. 74-85, 2014. See also http://larc.unt.edu/ian/research/valuenoise/. ABSTRACT The standard way to procedurally generate random terrain for video games and other applications is to post-process the output of a fast noise generator such as Perlin Noise. Tuning the post-processing to achieve particular types of terrain requires game designers to be reasonably well-trained in mathematics. A well-known variant of Perlin Noise called <em>value noise</em> is used in a process accessible to designers trained in geography to generate geotypical terrain based on elevation statistics drawn from widely available sources such as the United States Geographical Service. A step-by-step process for downloading and creating terrain from real-world elevation data is described, and an implementation in C++ is given. LICENSE The source code in this repository is made available under the following license. // Copyright Ian Parberry, (date).<br> //<br> // This file is made available under the GNU All-Permissive License.<br> //<br> // Copying and distribution of this file, with or without modification,<br> // are permitted in any medium without royalty provided the copyright<br> // notice and this notice are preserved. This file is offered as-is,<br> // without any warranty.<br> CONTENTS 1. Data 2. Analyze 3. Generate 4. View 1. Data According to the paper, this folder is supposed to contain a DEM file 12SVH200800.asc and an image file mountain2.png of the area that it covers. The image file is here, but the DEM file exceeds GitHub's size limit. Instead, 12SVH200800.asc contains a link to a place from which you can download the actual file from the UAGRC. 2. Analyze This folder contains a Visual Studio 2012 Solution and C++ source code that, when compiled and executed, reads 12SVH200800.asc and outputs two text files, output.txt which contains data for a histogram, and code.txt which contains a code snippet to be added to the Designer Worlds generator. There is also an Excel spreadsheet data.xlsx containing a histogram drawn from the data in output.txt. 3. Generate This folder contains a Visual Studio 2012 Solution and C++ source code for the Designer Worlds Generator. The code from code.txt in the Analyze folder has been pasted into the appropriate place in main.cpp. Each time this code is executed it will output a DEM file for a piece of random terrain similar to the original DEM file. It is also supposed to contain a generated DEM file 1293054609.asc, but once again we hit the GitHub size limit, so you'll have to generate it yourself. 4. View Contents: A Terragen 3 Project File 1293054609.tgd for the terrain described by 1293054609.asc from the Generator, and an image file 1293054609.jpg generated by running Terragen 3 on that Project file. Terragen 3 is available from http://planetside.co.uk/products/terragen3.
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