Isolines and isobands

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darkfrei
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Isolines and isobands

Post by darkfrei »

Hi all!

My try to make a simple marching squares in Lua.
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darkfrei
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Re: Isolines and isobands

Post by darkfrei »

How I can understand that this lines must not crossing?
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darkfrei
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Re: Isolines and isobands

Post by darkfrei »

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darkfrei
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Re: Isolines and isobands

Post by darkfrei »

Again just isolines lua, not isobands.

Actually, it's not marching-squares, it's marching-triangles.
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darkfrei
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Re: Isolines and isobands

Post by darkfrei »

Reworked version of marching squares, based on this tutorial: https://www.youtube.com/watch?v=0ZONMNUKTfU
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Gunroar:Cannon()
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Re: Isolines and isobands

Post by Gunroar:Cannon() »

Nice, the marching triangle(4th one) really looks like an actual contour map.
What are marching squares used for though?
I only know of using it to align(?) tilesets so that they look natural.
The risk I took was calculated,
but man, am I bad at math.

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darkfrei
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Re: Isolines and isobands

Post by darkfrei »

Gunroar:Cannon() wrote: Wed May 19, 2021 9:49 am Nice, the marching triangle(4th one) really looks like an actual contour map.
What are marching squares used for though?
I only know of using it to align(?) tilesets so that they look natural.
It was a way to make a nice smooth smog for Factorio mod. The old smog was (is) too squarish.

Image
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Gunroar:Cannon()
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Re: Isolines and isobands

Post by Gunroar:Cannon() »

Wow, that really is an improvement!
The risk I took was calculated,
but man, am I bad at math.

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Suttebun
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Re: Isolines and isobands

Post by Suttebun »

Hahaha, you know when colors blend together - you can see the natural blending points?
It's like.. you manually built those instead of writing bumps that have noise.
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darkfrei
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Re: Isolines and isobands

Post by darkfrei »

So, isolines and isobands are solved!


Here
isoline is one segment, maybe two segments in tile.
isoband is a polygon for each tile, the list of them (or no polygon in tile).

Press arrows to scale, move noise with mouse or change isoheight with mouse wheel.

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