public IGameObject Generate() { var arr = Generate(GridSize, Seed); arr = PostModifications.NormalizeAndFlatten(arr, GridSize, Flattening, Height); arr = Utils.ShiftTerrain(arr); HeightMapGenerator.Generate(_graphicDevice, arr, "Simplex Noise"); return(new PrimitiveBase(_graphicDevice, _graphicDeviceManeger, arr, GridSize)); }
private float[][] GenerateVertices(int gridSize) { var arr = Utils.GetEmptyArray(gridSize, gridSize); for (var i = 0; i < Iterations; i++) { var centerX = Rand.Next(0, MapSize); var centerY = Rand.Next(0, MapSize); float radius = (float)(Rand.Next(RadiusMin * 100, RadiusMax * 100)) / 100; arr = RaiseHill(arr, radius, centerX, centerY); } arr = PostModifications.NormalizeAndFlatten(arr, MapSize, Flattening, Height); return(arr); }