<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Cliffs on Nathaniel Inman</title><link>https://nathanielinman.com/tags/cliffs/</link><description>Recent content in Cliffs on Nathaniel Inman</description><generator>Hugo -- 0.147.7</generator><language>en-us</language><copyright>Nathaniel Inman</copyright><lastBuildDate>Tue, 31 Jul 2018 00:00:00 +0000</lastBuildDate><atom:link href="https://nathanielinman.com/tags/cliffs/index.xml" rel="self" type="application/rss+xml"/><item><title>Generating Cliffs for 2d Game</title><link>https://nathanielinman.com/generating-cliffs-for-2d-game/</link><pubDate>Tue, 31 Jul 2018 00:00:00 +0000</pubDate><guid>https://nathanielinman.com/generating-cliffs-for-2d-game/</guid><description>&lt;p>Source code available on github &lt;a href="https://github.com/NathanielInman/experiments/tree/master/mapGeneration/cliff">here&lt;/a>.\n\nA recurring problem in 2d games is how to represent depth. In isometric games this is easily solved but in discretely top-down games it&amp;rsquo;s harder to solve. After doing a lot of research I fell onto a simple idea: do the best you can insinuating the depth and leave the rest to the imagination. Here&amp;rsquo;s the algorithm I used to create 2d top-down cliffs:&lt;/p>
&lt;ul>
&lt;li>Create a small map of perlin noise and a wide map of perlin noise. Add the two together and give the large map a weight of 3 with the small a weight of 1 and render the result with different breakpoints. This is ref map A.&lt;/li>
&lt;/ul>
&lt;p>Less than 0.01 on A is deep water&lt;/p></description></item></channel></rss>