Now that we have a finalized height map of our generated world, it’s time to put something on the surface. But to know what to put there – forest, desert, grassland, ice – we have to know something about the local conditions. And to know those, we have to know about wind patterns.
In the last post, we added the effects caused by tectonic plates:
But there are more forces that shape our land.
Hotspots What exactly a hotspot is, is still hotly debated.
In the previous post, we tackled generation of continent shapes using Voronoi cells and set some base heights using curves and simplex noise:
Last time, I already alluded to plate tectonics and how they affect geography.
There’s this game concept that has been on my mind for years, and I can’t seem to let it go. You step into the wet, salt-crusted shoes of the naval explorers of old: Columbus, Da Gama, Magellan, Cook.