You can infer the zones from noise parameters. For example:
- desert: temperature > x, precipitation < y
- mountain: height > x
- meadow: x < height < y, x < temperature < y, precipitation > x
A community to discuss and share anything procedural generation related, for example game worlds and assets, or simulations whether scientific or ludic.
From Wikipedia:
Procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.
You can infer the zones from noise parameters. For example:
yes, I know that :) What I want is a way to make, for example, rivers that traverses more than one "cell". Or to force a mountain range.
You could achieve that by altering the noise result. For example to get a mountain range, just raise the landscape. Making the river continue is a bit more complicated but could boild down to the same.
So the problem could be solved by finding a way to store modifications to the noise, in an infinite grid. Which would be nice anyways, for examle to store player modifications.
If someone knows a solution, please @tag me!