yeah actually I can confirm both methods work as far as edge matching the tiles.
if you want to tile the same perlin heightmap you set that stitch parameter to true: var bmd:BitmapData = new BitmapData(512, 512, false, 0); bmd.perlinNoise(512, 512, 4, seed, true, false, 1, true, null); if you want to make heightmap tiles where the perlin function "picks up where it left off": var bmd:BitmapData = new BitmapData(512, 512, false, 0); bmd.perlinNoise(512, 512, 4, seed, false, false, 1, true, null); var bmd2:BitmapData = new BitmapData(512, 512, false, 0); var offsets:Array = []; offsets.push( new Point() ); offsets.push( new Point() ); offsets.push( new Point() ); offsets.push( new Point() ); offsets[0].x = 0; offsets[0].y = 512; offsets[1].x = 0; offsets[1].y = 512; offsets[2].x = 0; offsets[2].y = 512; offsets[3].x = 0; offsets[3].y = 512; bmd2.perlinNoise(512, 512, 4, seed, false, false, 1, true, offsets); So what that is does is build the next unique heightmap tile edge- matched to the previous one by offsetting where the perlin function begins calculating. It's just like if you had made a 512 X 1024 heightmap to begin with and cut it into two 512 X 512 maps. That's great since it looks possible to generate completely unique terrain in any direction, while only having to have that one small section in memory at a time. Remains to be seen whether it will perform in real time. I'll update when I try it. On Jun 8, 9:12 pm, Jahiro <macro.mar...@gmail.com> wrote: > I too am really interested in how to go about this - I have an idea > that might work. > > I don't know anything about best practices around procedural terrain > generation so apologies if this sounds dumb, but could you do > something like this? > > 1) generate a big strip of Perlin noise bitmap, like 1000x4000 > 2) use the Perlin noise as a HeightMap and generate the terrani using > the Broomstick Elevation class > 3) fly the camera over the terrain - when the camera gets close to the > edge of the terrain, repeat steps 1 and 2 above and plug on another > strip of generated terrain. > > Now, the 2 generated terrains obviously wouldn't match up nicely - the > 2 edges that touch would have very different topology, so there would > have to be an algorithm that takes the vertices along the edges of the > 2 terrains that need to join up, and 'stitch' them together, by > working out a nice way to blend the 2 edges. > > Does that sound feasible? That was the approach I was going to take, > but would be great to hear of the 'proper' way to do things. > > On Jun 7, 8:52 am, Choons <chadkim...@gmail.com> wrote: > > > > > > > > > hell yeah David's demo on JITB has me stoked. > > >http://www.derschmale.com/2010/10/07/ray-tracing-with-pixel-bender-us... > > > Now how can I do exactly that in Broomstick? I'm studying his source > > code now. The 2nd preview release of Pixel Bender 3D is out but sadly > > looping is still not implemented so the same main issue he mentions in > > his article remains. God it looks cool though > > > On Jun 6, 11:47 am, Michael Iv <explomas...@gmail.com> wrote: > > > > David Lenaerts, Away3D team member .He has got an article on terrain > > > raymarching > > > his blog "Der Schmale" > > > Also these two articles are very informative.I also want to develop such a > > > utility but have to much work now.If Away could put such a tool into the > > > framework it could be really nice. > > > >http://www.subblue.com/blog/2009/3/7/tracing_a_terrain > > > >http://iquilezles.org/www/articles/terrainmarching/terrainmarching.htm > > > <http://www.subblue.com/blog/2009/3/7/tracing_a_terrain> > > > > On Mon, Jun 6, 2011 at 7:35 PM, Choons <chadkim...@gmail.com> wrote: > > > > @Ringo I'm interested to see what I've come up with too ; ) I'll post > > > > it soon. No Bullet Flash in it yet but that is next. > > > > > @Michael which David? There's about 4 regular Dave's on here. > > > > > I got my head around (tried to) some multi-fractal solutions like > > > > rescale-and-add and noise synthesis this weekend. They look like good > > > > solutions to handle creating terrain on the fly that can also do LoD, > > > > but how to texture/color them isn't obvious to me. I'm hoping not to > > > > to have to reinvent the wheel here if someone has already got a > > > > working solution. > > > > > On Jun 6, 1:46 am, Michael Iv <explomas...@gmail.com> wrote: > > > > > I think you should talk to David > > > > > > On Mon, Jun 6, 2011 at 9:31 AM, ringodotnl <spee...@gmail.com> wrote: > > > > > > Hey Choons, > > > > > > > Interested to see what you come up with. > > > > > > > On Jun 5, 7:55 am, Choons <chadkim...@gmail.com> wrote: > > > > > > > Hi - I've been working on a flying demo and have started looking > > > > > > > at > > > > > > > ways to create a procedural terrain that always fills in ahead of > > > > > > > the > > > > > > > flight direction and is destroyed as it scrolls off the screen. > > > > > > > I'm > > > > > > > partial to a diamond-square approach but wanted to check in here > > > > > > > to > > > > > > > get ideas before I proceed. How would you guys go about it in > > > > > > > Broomstick? > > > > > > -- > > > > > Michael Ivanov ,Programmer > > > > > Neurotech Solutions Ltd. > > > > > Flex|Air > > > > > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > > > > > Tel:054-4962254 > > > > > mich...@neurotech.co.il > > > > > t...@neurotech.co.il > > > > -- > > > Michael Ivanov ,Programmer > > > Neurotech Solutions Ltd. > > > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > > > Tel:054-4962254 > > > mich...@neurotech.co.il > > > t...@neurotech.co.il