


How to Generate Realistic Islands Using a Modified Diamond-Square Algorithm?
Jan 07, 2025 pm 12:27 PMPerlin Noise Islands with No Circles
Instead of using gradient circles, consider utilizing Diamond & Square algorithm with some modifications to create natural-looking islands within your map generator.
Diamond & Square Algorithm with Modifications
- Configure generation properties: Establish parameters like maximum and minimum elevations, sea level, and vegetation ranges.
-
Create terrain height map (zed[][]):
- Modify the Diamond & Square algorithm to avoid "inland" terrains by initializing corners with the lowest elevation.
- Ignore the first diamond step and initialize the midpoint with a random value.
- After each square iteration, adjust border points to the minimum (underwater) elevation.
-
Create surface map (typ[][]):
- Assign surface features based on elevation, like water, sand, vegetation, and rock.
- Add features based on terrain slope, such as rocks.
- Include additional elements like rivers, streams, and buildings based on specific rules.
Example C Implementation
void map_random(int _xs, int _ys) { // Configuration and parameter initialization // Terrain generation ter=new int*[mys+1]; for (y=0;y<=mys;y++) ter[y]=new int[mxs+1]; typ=new int*[mys+1]; for (y=0;y<=mys;y++) typ[y]=new int[mxs+1]; ... // First pass t=-r2; ter[ 0][ 0]=t; ter[ 0][mxs]=t; ter[mys][ 0]=t; ter[mys][mxs]=t; ter[dy2][dx2]=r2; ... for (;dx2|dy2;dx=dx2,dx2>>=1,dy=dy2,dy2>>=1) // subdivide step until full image is filled { ... // diamond (skip first one for islands) if ((!_island)||(dx!=mxs)) for (y=dy2,yy=mys-dy2;y<=yy;y+=dy) for (x=dx2,xx=mxs-dx2;x<=xx;x+=dx) ter[y][x]=((ter[y-dy2][x-dx2]+ter[y-dy2][x+dx2]+ter[y+dy2][x-dx2]+ter[y+dy2][x+dx2])>>2)+Random(r)-r2; ... // adjust border if (_island) { for (y=0;y<=mys;y+=dy2) { ter[y][0]=t; ter[y][mxs]=t; } for (x=0;x<=mxs;x+=dx2) { ter[0][x]=t; ter[mys][x]=t; } } } // Additional steps and enhancements ... }
Output
This approach produces more natural-looking islands with multiple hills and realistic coastlines.
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