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How to generate forests in java


Understanding “randomness”Gradient Circles for Map GeneratorIs Java “pass-by-reference” or “pass-by-value”?How do I efficiently iterate over each entry in a Java Map?What is the difference between public, protected, package-private and private in Java?How do I call one constructor from another in Java?How do I read / convert an InputStream into a String in Java?When to use LinkedList over ArrayList in Java?How do I generate random integers within a specific range in Java?How do I determine whether an array contains a particular value in Java?How do I convert a String to an int in Java?Creating a memory leak with Java






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4















I am createing a game where a landscape is generated all of the generations work perfectly, a week ago i have created a basic 'forest' generation system wich just is a for loop that takes a chunk, and places random amounts of trees in random locations. But that does not give the result i would like to a achieve.




Code




for(int t = 0; t <= randomForTrees.nextInt(maxTreesPerChunk); t++)

// generates random locations for the X, Z positions\
// the Y position is the height on the terrain gain with the X, Z coordinates \
float TreeX = random.nextInt((int) (Settings.TERRAIN_VERTEX_COUNT + Settings.TERRAIN_SIZE)) + terrain.getX();
float TreeZ = random.nextInt((int) (Settings.TERRAIN_VERTEX_COUNT + Settings.TERRAIN_SIZE)) + terrain.getZ();
float TreeY = terrain.getTerrainHeightAtSpot(TreeX, TreeZ);

// creates a tree entity with the previous generated positions \
Entity tree = new Entity(TreeStaticModel, new Vector3f(TreeX, TreeY, TreeZ), 0, random.nextInt(360), 0, 1);

// checks if the tree is on land \
if(!(tree.getPosition().y <= -17))
trees.add(tree);






Result




Image with the result of the basic above seen generation code



If you know any way i could generate more realistic forests please let me know it would help me out a lot.



Thanks in advance










share|improve this question




























    4















    I am createing a game where a landscape is generated all of the generations work perfectly, a week ago i have created a basic 'forest' generation system wich just is a for loop that takes a chunk, and places random amounts of trees in random locations. But that does not give the result i would like to a achieve.




    Code




    for(int t = 0; t <= randomForTrees.nextInt(maxTreesPerChunk); t++)

    // generates random locations for the X, Z positions\
    // the Y position is the height on the terrain gain with the X, Z coordinates \
    float TreeX = random.nextInt((int) (Settings.TERRAIN_VERTEX_COUNT + Settings.TERRAIN_SIZE)) + terrain.getX();
    float TreeZ = random.nextInt((int) (Settings.TERRAIN_VERTEX_COUNT + Settings.TERRAIN_SIZE)) + terrain.getZ();
    float TreeY = terrain.getTerrainHeightAtSpot(TreeX, TreeZ);

    // creates a tree entity with the previous generated positions \
    Entity tree = new Entity(TreeStaticModel, new Vector3f(TreeX, TreeY, TreeZ), 0, random.nextInt(360), 0, 1);

    // checks if the tree is on land \
    if(!(tree.getPosition().y <= -17))
    trees.add(tree);






    Result




    Image with the result of the basic above seen generation code



    If you know any way i could generate more realistic forests please let me know it would help me out a lot.



    Thanks in advance










    share|improve this question
























      4












      4








      4


      1






      I am createing a game where a landscape is generated all of the generations work perfectly, a week ago i have created a basic 'forest' generation system wich just is a for loop that takes a chunk, and places random amounts of trees in random locations. But that does not give the result i would like to a achieve.




      Code




      for(int t = 0; t <= randomForTrees.nextInt(maxTreesPerChunk); t++)

      // generates random locations for the X, Z positions\
      // the Y position is the height on the terrain gain with the X, Z coordinates \
      float TreeX = random.nextInt((int) (Settings.TERRAIN_VERTEX_COUNT + Settings.TERRAIN_SIZE)) + terrain.getX();
      float TreeZ = random.nextInt((int) (Settings.TERRAIN_VERTEX_COUNT + Settings.TERRAIN_SIZE)) + terrain.getZ();
      float TreeY = terrain.getTerrainHeightAtSpot(TreeX, TreeZ);

      // creates a tree entity with the previous generated positions \
      Entity tree = new Entity(TreeStaticModel, new Vector3f(TreeX, TreeY, TreeZ), 0, random.nextInt(360), 0, 1);

      // checks if the tree is on land \
      if(!(tree.getPosition().y <= -17))
      trees.add(tree);






      Result




      Image with the result of the basic above seen generation code



      If you know any way i could generate more realistic forests please let me know it would help me out a lot.



      Thanks in advance










      share|improve this question














      I am createing a game where a landscape is generated all of the generations work perfectly, a week ago i have created a basic 'forest' generation system wich just is a for loop that takes a chunk, and places random amounts of trees in random locations. But that does not give the result i would like to a achieve.




      Code




      for(int t = 0; t <= randomForTrees.nextInt(maxTreesPerChunk); t++)

      // generates random locations for the X, Z positions\
      // the Y position is the height on the terrain gain with the X, Z coordinates \
      float TreeX = random.nextInt((int) (Settings.TERRAIN_VERTEX_COUNT + Settings.TERRAIN_SIZE)) + terrain.getX();
      float TreeZ = random.nextInt((int) (Settings.TERRAIN_VERTEX_COUNT + Settings.TERRAIN_SIZE)) + terrain.getZ();
      float TreeY = terrain.getTerrainHeightAtSpot(TreeX, TreeZ);

      // creates a tree entity with the previous generated positions \
      Entity tree = new Entity(TreeStaticModel, new Vector3f(TreeX, TreeY, TreeZ), 0, random.nextInt(360), 0, 1);

      // checks if the tree is on land \
      if(!(tree.getPosition().y <= -17))
      trees.add(tree);






      Result




      Image with the result of the basic above seen generation code



      If you know any way i could generate more realistic forests please let me know it would help me out a lot.



      Thanks in advance







      java opengl lwjgl landscape






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Mar 24 at 8:44









      Random CoderRandom Coder

      704




      704






















          2 Answers
          2






          active

          oldest

          votes


















          2














          First of all take a look at my:



          • simple C++ Island generator

          as you can see you can compute Biomes from elevation, slope, etc... more sophisticated generators create a Voronoi map dividing your map into Biomes regions assigning randomly (with some rules) biome types based on neighbors already assigned...



          Back to your question you should place your trees more dense around some position instead of uniformly cover large area with sparse trees... So you need slightly different kind of randomness distribution (like gauss). See the legendary:



          • Understanding “randomness”

          on how to get a different distribution from uniform one...



          So what you should do is get few random locations that would be covering your region shape uniformly. And then generate trees with density dependent on minimal distance to these points. The smaller distance the dense trees placement.



          placemet






          share|improve this answer
































            0














            What are you looking for is a low-discrepancy-sequence to generate random numbers. The generated numbers are not truely random, but rather uniformly distributed. This distinguishes them from random number generators, which do not automatically produce uniformly distributed numbers.



            One example of such a sequence would be the Halton Sequence, and Apache Commons also has an implementation which you can use.



            double[] nextVector = generator.nextVector();


            In your case, using two dimensions, the resulting array also has two entries. What you still need to do is to translate the points into your local coordinates by adding the the central point of the square where you want to place the forest to each generated vector. Also, to increase the gap between points, you should consider scaling the vectors.






            share|improve this answer























              Your Answer






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              2 Answers
              2






              active

              oldest

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              2 Answers
              2






              active

              oldest

              votes









              active

              oldest

              votes






              active

              oldest

              votes









              2














              First of all take a look at my:



              • simple C++ Island generator

              as you can see you can compute Biomes from elevation, slope, etc... more sophisticated generators create a Voronoi map dividing your map into Biomes regions assigning randomly (with some rules) biome types based on neighbors already assigned...



              Back to your question you should place your trees more dense around some position instead of uniformly cover large area with sparse trees... So you need slightly different kind of randomness distribution (like gauss). See the legendary:



              • Understanding “randomness”

              on how to get a different distribution from uniform one...



              So what you should do is get few random locations that would be covering your region shape uniformly. And then generate trees with density dependent on minimal distance to these points. The smaller distance the dense trees placement.



              placemet






              share|improve this answer





























                2














                First of all take a look at my:



                • simple C++ Island generator

                as you can see you can compute Biomes from elevation, slope, etc... more sophisticated generators create a Voronoi map dividing your map into Biomes regions assigning randomly (with some rules) biome types based on neighbors already assigned...



                Back to your question you should place your trees more dense around some position instead of uniformly cover large area with sparse trees... So you need slightly different kind of randomness distribution (like gauss). See the legendary:



                • Understanding “randomness”

                on how to get a different distribution from uniform one...



                So what you should do is get few random locations that would be covering your region shape uniformly. And then generate trees with density dependent on minimal distance to these points. The smaller distance the dense trees placement.



                placemet






                share|improve this answer



























                  2












                  2








                  2







                  First of all take a look at my:



                  • simple C++ Island generator

                  as you can see you can compute Biomes from elevation, slope, etc... more sophisticated generators create a Voronoi map dividing your map into Biomes regions assigning randomly (with some rules) biome types based on neighbors already assigned...



                  Back to your question you should place your trees more dense around some position instead of uniformly cover large area with sparse trees... So you need slightly different kind of randomness distribution (like gauss). See the legendary:



                  • Understanding “randomness”

                  on how to get a different distribution from uniform one...



                  So what you should do is get few random locations that would be covering your region shape uniformly. And then generate trees with density dependent on minimal distance to these points. The smaller distance the dense trees placement.



                  placemet






                  share|improve this answer















                  First of all take a look at my:



                  • simple C++ Island generator

                  as you can see you can compute Biomes from elevation, slope, etc... more sophisticated generators create a Voronoi map dividing your map into Biomes regions assigning randomly (with some rules) biome types based on neighbors already assigned...



                  Back to your question you should place your trees more dense around some position instead of uniformly cover large area with sparse trees... So you need slightly different kind of randomness distribution (like gauss). See the legendary:



                  • Understanding “randomness”

                  on how to get a different distribution from uniform one...



                  So what you should do is get few random locations that would be covering your region shape uniformly. And then generate trees with density dependent on minimal distance to these points. The smaller distance the dense trees placement.



                  placemet







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited Mar 25 at 8:06

























                  answered Mar 24 at 9:51









                  SpektreSpektre

                  31.1k652223




                  31.1k652223























                      0














                      What are you looking for is a low-discrepancy-sequence to generate random numbers. The generated numbers are not truely random, but rather uniformly distributed. This distinguishes them from random number generators, which do not automatically produce uniformly distributed numbers.



                      One example of such a sequence would be the Halton Sequence, and Apache Commons also has an implementation which you can use.



                      double[] nextVector = generator.nextVector();


                      In your case, using two dimensions, the resulting array also has two entries. What you still need to do is to translate the points into your local coordinates by adding the the central point of the square where you want to place the forest to each generated vector. Also, to increase the gap between points, you should consider scaling the vectors.






                      share|improve this answer



























                        0














                        What are you looking for is a low-discrepancy-sequence to generate random numbers. The generated numbers are not truely random, but rather uniformly distributed. This distinguishes them from random number generators, which do not automatically produce uniformly distributed numbers.



                        One example of such a sequence would be the Halton Sequence, and Apache Commons also has an implementation which you can use.



                        double[] nextVector = generator.nextVector();


                        In your case, using two dimensions, the resulting array also has two entries. What you still need to do is to translate the points into your local coordinates by adding the the central point of the square where you want to place the forest to each generated vector. Also, to increase the gap between points, you should consider scaling the vectors.






                        share|improve this answer

























                          0












                          0








                          0







                          What are you looking for is a low-discrepancy-sequence to generate random numbers. The generated numbers are not truely random, but rather uniformly distributed. This distinguishes them from random number generators, which do not automatically produce uniformly distributed numbers.



                          One example of such a sequence would be the Halton Sequence, and Apache Commons also has an implementation which you can use.



                          double[] nextVector = generator.nextVector();


                          In your case, using two dimensions, the resulting array also has two entries. What you still need to do is to translate the points into your local coordinates by adding the the central point of the square where you want to place the forest to each generated vector. Also, to increase the gap between points, you should consider scaling the vectors.






                          share|improve this answer













                          What are you looking for is a low-discrepancy-sequence to generate random numbers. The generated numbers are not truely random, but rather uniformly distributed. This distinguishes them from random number generators, which do not automatically produce uniformly distributed numbers.



                          One example of such a sequence would be the Halton Sequence, and Apache Commons also has an implementation which you can use.



                          double[] nextVector = generator.nextVector();


                          In your case, using two dimensions, the resulting array also has two entries. What you still need to do is to translate the points into your local coordinates by adding the the central point of the square where you want to place the forest to each generated vector. Also, to increase the gap between points, you should consider scaling the vectors.







                          share|improve this answer












                          share|improve this answer



                          share|improve this answer










                          answered Mar 24 at 9:59









                          GlainsGlains

                          1,318920




                          1,318920



























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