aurorae2

2009-11-15 12:52:59
aurorae2
Now with randomized variations on the horizon palette and procedural terrain. class TerrainGen { static final int maxDepth = 6; static final float spreadX = 0.75f; static final float spreadY = 0.35f; static private void gen(float[] xs, float[] ys, float leftX, float rightX, float leftY, float rightY, int idx, int depth) { if(depth > 0) { float fracX = (1-spreadX)*0.5f + spreadX*(float)Math.random(); float midX = (1-fracX)*leftX + fracX*rightX; float midY = (1-fracX)*leftY + fracX*rightY; float midYPrime = midY + spreadY*(float)Math.random()/(1<
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