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// Copyright 2019 Diggory Hardy // // Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or // https://www.apache.org/licenses/LICENSE-2.0> or the MIT license // <LICENSE-MIT or https://opensource.org/licenses/MIT>, at your // option. This file may not be copied, modified, or distributed // except according to those terms. //! Terrain tools /* For now, we will focus only on simple height-maps. Input source: - load from image data Procedural sources: - flat - noise - fractal algorithms Optimisation: - cull unnecessary triangles: http://www.shamusyoung.com/twentysidedtale/?p=142 Peter Lindstrom's paper: Terrain Simplification Simplified, May 2002 References: - https://14mul8.wordpress.com/2018/10/13/procedural-terrain-generation-part-2-midpoint-displacement-algorithm/ Covers fractal generation via the mid-point displacement algorithm. - http://www.shamusyoung.com/twentysidedtale/?p=143 - optimisation pp 2, 4-5 - textures pp 3, 7-9 - source: Terrain */ pub mod heightmap;