Gorilla.Terrain.Algorithm

Unit Gorilla.Terrain.Algorithm.pas

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Constants

  • const GORILLA_TERRAIN_SMOOTHING_MIN : Integer = $0;
  • const GORILLA_TERRAIN_SMOOTHING_MAX : Integer = $14;

TRandomTerrainAlgorithmType

enum TRandomTerrainAlgorithmType = ( Hill, DiamondSquare, Mandelbrot, PerlinNoise, Plateau, Brownian ) ;

Defines the procedural terrain algorithm: Hill, DiamondSquare, Mandelbrot, PerlinNoise, Plateau, Brownian.

TRandomTerrainAlgorithm

Custom procedural terrain algorithm class. Extend this class to create your individual terrain algorithm. Data is stored temporarily as Array of Array of Single. On GetHeightMap() call, the class will create a TBitmap from the raw data.

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THillRandomTerrain

A basic procedural hill algorithm. The algorithm will produce smooth hills by radius settings and a given count.

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TDiamondSquareTerrain

A very popular algorithm to build random terrain. The algorithm creates randomly lows and highs for a realisic terrain.

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TMandelbrotTerrain

Creates the typical mandelbrot pattern: https://en.wikipedia.org/wiki/Mandelbrot_set This is a fixed result, but you could use this as basis for further computation.

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TDiamondSquareBasedTerrain

A very popular algorithm to build random terrain. The algorithm creates randomly lows and highs for a realisic terrain. This component is similar, but more flexible than TDiamondSquareTerrain.

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TPerlinNoiseTerrain

Perlin noise terrains are a good choice for random terrain. The component provides different mathmatical interpolation methods (linear, cosine, cubic).

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TPlateauTerrain

A plateau terrain is described by a specific number of high and flat areas, while the rest is much lower. The algorithm extends the TDiamondSquareTerrain.

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TBrownianTerrain

Brownian terrains or brownian surface is based on the diamond square based terrain algorithm: https://en.wikipedia.org/wiki/Brownian_surface The component computes peaks by a specific number of random particles. Afterwards the complete terrain will be smooth to create a realistic landscape.

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