Heightfield vs. mesh was RE: AC2 was RE: [MUD-Dev] Total Anni lation of Downtime

Koster Koster
Tue Dec 17 16:39:53 CET 2002


From: Marc Fielding
> [Raph Koster]
 
>> We use Perlin noise and a custom tool to generate terrain.

> Here's an informational link for those of you who (like me) need a
> formal introduction to Mr. Perlin's wondrous noise! ;)
 
>   http://www.robo-murito.net/code/perlin-noise-math-faq.html

At SIGGRAPH this year Ken published a sped-up version of his noise
functions; it's not backwards compatible with the old formula but
gives extremely similar results. The original, btw, won his a
special achievement technical Oscar--you can blame Perlin noise for
pretty much all the CGI flames, water, and the like you've seen in
movies since TRON (which he also worked on).

Ken came out to check out the SWG stuff--I met him at that USC
conference from a year ago, which was after we had been well along
in the development.  We got to be friends... anyway, he's a REALLY
smart guy who is now doing awesome stuff with attempting to
procedurally model animations, as well as applying 3d noise
techniques to anims to make them livelier. Definitely check out his
homepage.

  http://www.kenperlin.com

-Raph

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