Slightly tweak world gen and rendering
696b65f956979962f4c70a116efff4fd087b8d13
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7d1566afd7
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2 changed files with 6 additions and 5 deletions
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@ -377,7 +377,7 @@ impl World {
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let random_noise =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS, offset)?;
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let latitude_factor = (alpha * 0.9) + (random_noise * 0.2 * PI) - 0.1;
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let latitude_factor = alpha + (random_noise * 2.0 - 1.0) * PI * 0.1;
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let latitude_modifier_1 = (1.5 * f32::sin(latitude_factor)) - 0.5;
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let latitude_modifier_2 = f32::cos(latitude_factor);
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@ -395,13 +395,14 @@ impl World {
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let offset_altitude_2 = f32::max(0.0, offset_cell_2.altitude);
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let cell = &mut self.terrain[y][x];
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let altitude = f32::max(0.0, cell.altitude);
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let altitude_value = f32::max(0.0, cell.altitude);
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let altitude_modifier =
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(altitude - (offset_altitude * 1.5) - (offset_altitude_2 * 1.5))
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(altitude_value - (offset_altitude * 1.5) - (offset_altitude_2))
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/ World::MAX_ALTITUDE;
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let rainfall_value = mix_values(latitude_modifier_1, altitude_modifier, 0.63);
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let rainfall_value = mix_values(rainfall_value.powi(2), rainfall_value, 0.85);
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let rainfall = f32::min(
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World::MAX_RAINFALL,
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World::calculate_rainfall(rainfall_value),
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@ -151,9 +151,9 @@ fn coastline_color(world: &World, cell: &TerrainCell) -> Color {
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} else if cell.altitude > 0.0 {
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let slant = world.get_slant(cell);
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let altitude_span = world.max_altitude - world.min_altitude;
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let slant_factor = f32::min(1.0, -(500.0 * (slant / altitude_span)));
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let slant_factor = f32::min(1.0, -(20.0 * (slant / altitude_span)));
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if slant_factor > 0.9 {
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if slant_factor > 0.1 {
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COASTLINE_PALETTE[4] * slant_factor + COASTLINE_PALETTE[1] * (1.0 - slant_factor)
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} else {
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COASTLINE_PALETTE[1]
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