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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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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
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
add a comment |
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
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
add a comment |
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
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
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
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
java opengl lwjgl landscape
asked Mar 24 at 8:44
Random CoderRandom Coder
704
704
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
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.
add a comment |
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.
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
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.
add a comment |
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.
add a comment |
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.
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.
edited Mar 25 at 8:06
answered Mar 24 at 9:51
SpektreSpektre
31.1k652223
31.1k652223
add a comment |
add a comment |
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.
add a comment |
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.
add a comment |
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.
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.
answered Mar 24 at 9:59
GlainsGlains
1,318920
1,318920
add a comment |
add a comment |
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