![]() ![]() ![]() I've attempted using e.g., Perlin noise, but everything comes out either too homogeneous, or if not, the Perlin value -> terrain heuristics are too sensitive and fragile to make a variety of world types. I like the way Age of Empires II generate random maps turned out (good variety, decent biome transitions, maps felt random without feeling chaotic), but am struggling to replicate the style.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |