diff options
Diffstat (limited to 'src/tgp.cpp')
-rw-r--r-- | src/tgp.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp index b01ffbd6d..f8dd1f70c 100644 --- a/src/tgp.cpp +++ b/src/tgp.cpp @@ -53,7 +53,7 @@ * using a simple (0, 0) to (X, Y), with a varying seed. * * - * Other things i have had to do: mountainous wasnt mountainous enough, and + * Other things i have had to do: mountainous wasn't mountainous enough, and * since we only have 0..15 heights available, I add a second generated map * (with a modified seed), onto the original. This generally raises the * terrain, which then needs scaling back down. Overall effect is a general @@ -62,8 +62,8 @@ * However, the values on the top of mountains are then almost guaranteed to go * too high, so large flat plateaus appeared at height 15. To counter this, I * scale all heights above 12 to proportion up to 15. It still makes the - * mountains have flatish tops, rather than craggy peaks, but at least they - * arent smooth as glass. + * mountains have flattish tops, rather than craggy peaks, but at least they + * aren't smooth as glass. * * * For a full discussion of Perlin Noise, please visit: @@ -81,12 +81,12 @@ * * The following implementation uses optimized algorithm that should produce * the same quality result with much less computations, but more memory accesses. - * The overal speedup should be 300% to 800% depending on CPU and memory speed. + * The overall speedup should be 300% to 800% depending on CPU and memory speed. * * I will try to explain it on the example below: * - * Have a map of 4 x 4 tiles, our simplifiead noise generator produces only two - * values -1 and +1, use 3 octaves with wave lenght 1, 2 and 4, with amplitudes + * Have a map of 4 x 4 tiles, our simplified noise generator produces only two + * values -1 and +1, use 3 octaves with wave length 1, 2 and 4, with amplitudes * 3, 2, 1. Original algorithm produces: * * h00 = lerp(lerp(-3, 3, 0/4), lerp(3, -3, 0/4), 0/4) + lerp(lerp(-2, 2, 0/2), lerp( 2, -2, 0/2), 0/2) + -1 = lerp(-3.0, 3.0, 0/4) + lerp(-2, 2, 0/2) + -1 = -3.0 + -2 + -1 = -6.0 @@ -290,7 +290,7 @@ static inline height_t RandomHeight(amplitude_t rMax) * One interpolation and noise round * * The heights on the map are generated in an iterative process. - * We start off with a frequency of 1 (log_frequency == 0), and generate heights only for corners on the most coarsly mesh + * We start off with a frequency of 1 (log_frequency == 0), and generate heights only for corners on the most coarsely mesh * (i.e. only for x/y coordinates which are multiples of the minimum edge length). * * After this initial step the frequency is doubled (log_frequency incremented) each iteration to generate corners on the next finer mesh. @@ -688,8 +688,8 @@ static double perlin_coast_noise_2D(const double x, const double y, const double /** * This routine sculpts in from the edge a random amount, again a Perlin * sequence, to avoid the rigid flat-edge slopes that were present before. The - * Perlin noise map doesnt know where we are going to slice across, and so we - * often cut straight through high terrain. the smoothing routine makes it + * Perlin noise map doesn't know where we are going to slice across, and so we + * often cut straight through high terrain. The smoothing routine makes it * legal, gradually increasing up from the edge to the original terrain height. * By cutting parts of this away, it gives a far more irregular edge to the * map-edge. Sometimes it works beautifully with the existing sea & lakes, and |