unloadHeightMap(); int[] nextCoords = {0, 0}; while (nextCoords != null) { nextCoords = doSquareStep(tempBuffer, nextCoords, stepSize, offsetRange, random); nextCoords = doDiamondStep(tempBuffer, nextCoords, stepSize, offsetRange, random); setHeightAtPoint((float) tempBuffer[i][j], j, i); normalizeTerrain(NORMALIZE_RANGE);
cornerAverage += tempBuffer[x][y + stepSize]; cornerAverage /= 4; float offset = getOffset(random, offsetRange, coords, cornerAverage); tempBuffer[x + stepSize / 2][y + stepSize / 2] = cornerAverage + offset;
this.persistence = persistence; this.seed = seed; load();
unloadHeightMap(); int[] nextCoords = {0, 0}; while (nextCoords != null) { nextCoords = doSquareStep(tempBuffer, nextCoords, stepSize, offsetRange, random); nextCoords = doDiamondStep(tempBuffer, nextCoords, stepSize, offsetRange, random); setHeightAtPoint((float) tempBuffer[i][j], j, i); normalizeTerrain(NORMALIZE_RANGE);
float offset = getOffset(random, offsetRange, coords, cornerAverage); tempBuffer[x + stepSize / 2][y] = cornerAverage + offset;
this.persistence = persistence; this.seed = seed; load();
cornerAverage += tempBuffer[x][y + stepSize]; cornerAverage /= 4; float offset = getOffset(random, offsetRange, coords, cornerAverage); tempBuffer[x + stepSize / 2][y + stepSize / 2] = cornerAverage + offset;
float offset = getOffset(random, offsetRange, coords, cornerAverage); tempBuffer[x + stepSize / 2][y] = cornerAverage + offset;