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Fractal World

The fractal world synthesizer can make a variety of natural-looking terrain. It relies on a number of parameters to govern a single algorithm.

SynthesisMethod: make-fractal-percentile-terrain

This method generates the terrain layer of a world. It works by generating two distinct layers of random blobs, known as the "alt" and "wet" layers, then decides on a terrain type for each cell. If elevations are defined, then this method will use the "alt" layer to produce elevations.

GlobalVariable: alt-blob-density n

GlobalVariable: wet-blob-density n

These variables are the number of blobs to put down, expressed as number per 10,000 cells. Defaults to 500.

GlobalVariable: alt-blob-size n.f%

GlobalVariable: wet-blob-size n.f%

These variables are the average number of cells in a blob, expressed as number per 10,000 cells. Defaults to 100.

GlobalVariable: alt-blob-height n

GlobalVariable: wet-blob-height n

These variables are the amounts by which to increment or decrement within a blob. Defaults to 1000.

GlobalVariable: alt-smoothing n

GlobalVariable: wet-smoothing n

These variables specify the number of averaging steps to perform after the blobs have been generated. Defaults to 2.

TerrainTypeProperty: alt-percentile-min n%

TerrainTypeProperty: alt-percentile-max n%

TerrainTypeProperty: wet-percentile-min n%

TerrainTypeProperty: wet-percentile-max n%

These properties are the percentiles of elevations and moistures that result in the given terrain type. Percentile ranges may overlap, in which case the earlier-defined terrain type will be used. If a cell has a alt and wet that does not fall in any of the ranges, then terrain type 0 will be used there and players will be warned. Mins defaults to 0, maxes to 100.


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