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1.2 goals complete
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IceCreamYou committed Nov 16, 2014
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## 1.2

Read http://pcgbook.com/ and see if I get any fun ideas!


## 1.3

Write documentation that's not in the code
Fix Smoothing to use a smoothing factor (a multiplier for how close the point should move to the average) instead of a weight for the target point
Implement helper functions to convert from a 1D Vector3 array to/from a 1D and 2D float array, and convert the generator and filter functions to operate on those
Make the Edge filter support working by radial distance from the center rather than distance from the edges
Make the API more consistent
Phong lighting for generated textures
Allow making slopes rougher than flats
Create modified smoothing functions that apply at different intensities depending on the slope
Expand All @@ -17,14 +14,17 @@ Add a method to get the terrain height at a given spatial location
The best way to do this is probably with a raycaster
Make scattering be based on spatial distance, not faces
This probably looks something like Voronoi cells
Write documentation that's not in the code


## 1.4

Try using the terrain with a physics library
Support morphing over time between two heightmaps
Support manually sculpting (raising/lowering) terrain
Look into writing a space partitioning algorithm (like the way procedural dungeons are often built) and shape a terrain around that
Investigate search-based and agent-based terrain generation http://pcgbook.com/wp-content/uploads/chapter04.pdf
Provide some sort of grammar for to guide terrain generation based on objectives?
Provide some mechanism for evolution towards finding a terrain that most closely meets a set of rules?


## 2.0
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