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Using terrain layers to change the simulation behaviour #31
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There are two things that I can think of that can be affected by the layers
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Wait, so in that second bullet, are you talking about implementing seismic tomography? (Beyond just outlining the tops of the boulders.) I feel like that's way beyond the simplistic scope of the game... but is also totally awesome. You could even have a sensor deployment phase and a monitor; make it a whole mini game. |
It is already implemented (1st reflection) for the boulders. How hard can it be? Disclaimer: my seismic guy is on vacation, so I have no idea what I am doing. |
I'm actually starting school for geophysics in a few months, so it probably wouldn't kill me to take a crack at it. I'll see what I can come up with in a few days. Disclaimer: I also have no idea what I'm doing. |
Keep me updated :) |
@Djinn-Indigo, I have experimented with setting randomness constant to a different value depending on the dirt level. Here is the code update FYI: |
One cool idea for procedural terrain generation would be different geologic layers that affect the steering bias. So when you're in a "hard" layer, maybe it doesn't turn as sharply (and so on). It could be a color lookup like the collision detection.
Originally posted by @gradyh in #2 (comment)
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