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<H1>[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Terrain/Landmass & GIF/BMP</LI>
<LI><em>From</em>: Chris Gray <<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>></LI>
<LI><em>Date</em>: Thu, 8 Oct 1998 08:08:42 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[Niklas Elmqvist:]
>The basics of fractal terrain generation are quite simple and can be
>contrived by just about anyone. Think "subdivision" and "recursion" and
>you're home free. What you do is that you start out with an empty
>matrix and initialize its corners to a random height. Then call the
>recursive subdivide procedure on the matrix, which will compute the
>average heights, plot them into the matrix and then call itself
>recursively on the four subsquares (there are many variations on this).
Yep. And, if you want your world to be a torus (wrapping around in both
directions), just start the four corners at the same value (like 0), and
it will work out.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00119" HREF="msg00119.html">[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</A></strong>,
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Thu 08 Oct 1998, 04:47 GMT
</LI>
<LI><strong><A NAME="00121" HREF="msg00121.html">[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</A></strong>,
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Thu 08 Oct 1998, 06:26 GMT
<UL>
<LI><strong><A NAME="00123" HREF="msg00123.html">[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</A></strong>,
Marc Hernandez <a href="mailto:marc#jb,com">marc#jb,com</a>, Thu 08 Oct 1998, 07:47 GMT
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</UL>
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<LI><strong><A NAME="00122" HREF="msg00122.html">[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</A></strong>,
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Thu 08 Oct 1998, 06:33 GMT
</LI>
<LI><strong><A NAME="00126" HREF="msg00126.html">[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 08 Oct 1998, 14:08 GMT
</LI>
<LI><strong><A NAME="00127" HREF="msg00127.html">[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</A></strong>,
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Thu 08 Oct 1998, 23:03 GMT
</LI>
<LI><strong><A NAME="00342" HREF="msg00342.html">[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</A></strong>,
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Thu 22 Oct 1998, 08:19 GMT
</LI>
<LI><strong><A NAME="00574" HREF="msg00574.html">[MUD-Dev] Re: Terrain/Landmass & GIF/BMP</A></strong>,
Dominic J. Eidson <a href="mailto:sauron#morannon,kdi.com">sauron#morannon,kdi.com</a>, Thu 29 Oct 1998, 00:00 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00113" HREF="msg00113.html">[MUD-Dev] Terrain/Landmass & GIF/BMP</A></strong>,
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Wed 07 Oct 1998, 21:45 GMT
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