<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.0.4" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/">
<channel>
	<title>Comments on: KTB Tutorial 1: 2d randomly generated terrain for Worms style game</title>
	<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/</link>
	<description>The monkeys are reading</description>
	<pubDate>Thu, 20 Nov 2008 08:25:07 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.4</generator>

	<item>
		<title>by: hooligan</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-18886</link>
		<pubDate>Mon, 29 Sep 2008 04:49:37 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-18886</guid>
					<description>How would i optimise the array ? I just want it to generate the top pixels of the mountain in an array. Because at the moment if I have a stage that is 300 X 300 it will create an array that has 90000 records. What I'm trying to is crate an array that is the width of the stage but can't work out how to do this with your technique? Any recommendations?

so map[0] = 247 map[1] = 246

so i can simply loop through that and draw pixels down.</description>
		<content:encoded><![CDATA[<p>How would i optimise the array ? I just want it to generate the top pixels of the mountain in an array. Because at the moment if I have a stage that is 300 X 300 it will create an array that has 90000 records. What I&#8217;m trying to is crate an array that is the width of the stage but can&#8217;t work out how to do this with your technique? Any recommendations?</p>
<p>so map[0] = 247 map[1] = 246</p>
<p>so i can simply loop through that and draw pixels down.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: BONEQUI</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-16304</link>
		<pubDate>Wed, 14 May 2008 05:47:14 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-16304</guid>
					<description>COOL!!!! NICE TUTORIAL :D
how i can apply this on JAVA MICRO EDITION???</description>
		<content:encoded><![CDATA[<p>COOL!!!! NICE TUTORIAL <img src='http://www.indierover.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
how i can apply this on JAVA MICRO EDITION???
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Radian</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-14144</link>
		<pubDate>Tue, 08 Jan 2008 18:00:49 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-14144</guid>
					<description>How do you extract these Textures from the Worms game? I tried with Dragon unpacker and it does not work :(
Which Version of Worms have you used?</description>
		<content:encoded><![CDATA[<p>How do you extract these Textures from the Worms game? I tried with Dragon unpacker and it does not work <img src='http://www.indierover.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /><br />
Which Version of Worms have you used?
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Indie Rover</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-4400</link>
		<pubDate>Sun, 08 Apr 2007 16:30:00 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-4400</guid>
					<description>It's from Worms game, and of course It is only used for didactic purpose :)</description>
		<content:encoded><![CDATA[<p>It&#8217;s from Worms game, and of course It is only used for didactic purpose <img src='http://www.indierover.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Ryan</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-4380</link>
		<pubDate>Sun, 08 Apr 2007 01:04:55 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-4380</guid>
					<description>Where did you get the texture image from? Its nice</description>
		<content:encoded><![CDATA[<p>Where did you get the texture image from? Its nice
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Indie Rover</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3911</link>
		<pubDate>Thu, 29 Mar 2007 17:15:04 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3911</guid>
					<description>As you have read, the code is thought for generating the terrain in a bitmap. It's up to you how will you render it later in the screen.

In my java game I put it directly in a BufferImage, that can be rendered directly into the screen. Once the terrain is generated, you dont have to touch it until there is an explosion. In the areas that suffer an explosion, I only draw an alpha = 0 circle in this position. This is giving me good performance at (640x480) with 100fps.

But for example, for one of the demos of my graphic 2d library &lt;a href="http://www.pixelartgames.com/looverlib.html" rel="nofollow" rel="nofollow"&gt;LooverLib&lt;/a&gt; I first generated the terrain (only one time), and then I cut it in blocks and made textures for rendering quads.

So, the tricky part, if you use textures, will be to regenerate the terrain in these areas that had and explosion. You should access to this texture texels (only the quad or quads that suffered the explosion) and make the holes. But will be fast, because you will be all the time rendering the quads and only making the holes when there is an explosion.</description>
		<content:encoded><![CDATA[<p>As you have read, the code is thought for generating the terrain in a bitmap. It&#8217;s up to you how will you render it later in the screen.</p>
<p>In my java game I put it directly in a BufferImage, that can be rendered directly into the screen. Once the terrain is generated, you dont have to touch it until there is an explosion. In the areas that suffer an explosion, I only draw an alpha = 0 circle in this position. This is giving me good performance at (640&#215;480) with 100fps.</p>
<p>But for example, for one of the demos of my graphic 2d library <a href="http://www.pixelartgames.com/looverlib.html" rel="nofollow" rel="nofollow">LooverLib</a> I first generated the terrain (only one time), and then I cut it in blocks and made textures for rendering quads.</p>
<p>So, the tricky part, if you use textures, will be to regenerate the terrain in these areas that had and explosion. You should access to this texture texels (only the quad or quads that suffered the explosion) and make the holes. But will be fast, because you will be all the time rendering the quads and only making the holes when there is an explosion.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Eigen</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3904</link>
		<pubDate>Thu, 29 Mar 2007 16:16:28 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3904</guid>
					<description>Thanks, very nice and easy to understand tutorial. Gave me some ideas.

But what if the map is larger than the screen .. let's say 1200x600 or even larger .. then it would get really slow and take up a lot of texture memory to render. How would you go about optimizing it? Because Worms has quite large terrains..

Even if you render the map onto a texture once and then place the texture on screen according to 'camera' position, it would get really slow and even more slow as you used higher screen resolution.</description>
		<content:encoded><![CDATA[<p>Thanks, very nice and easy to understand tutorial. Gave me some ideas.</p>
<p>But what if the map is larger than the screen .. let&#8217;s say 1200&#215;600 or even larger .. then it would get really slow and take up a lot of texture memory to render. How would you go about optimizing it? Because Worms has quite large terrains..</p>
<p>Even if you render the map onto a texture once and then place the texture on screen according to &#8216;camera&#8217; position, it would get really slow and even more slow as you used higher screen resolution.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Indie Rover</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3761</link>
		<pubDate>Tue, 27 Mar 2007 12:42:15 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3761</guid>
					<description>Thank you for reading it!</description>
		<content:encoded><![CDATA[<p>Thank you for reading it!
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Raine</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3498</link>
		<pubDate>Thu, 22 Mar 2007 19:48:19 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3498</guid>
					<description>Nice tutorial indeed, thanks for sharing.</description>
		<content:encoded><![CDATA[<p>Nice tutorial indeed, thanks for sharing.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Steve</title>
		<link>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3496</link>
		<pubDate>Thu, 22 Mar 2007 19:17:29 +0000</pubDate>
		<guid>http://www.indierover.com/ktb-tutorial-1-2d-randomly-generated-terrain-for-worms-style-game/#comment-3496</guid>
					<description>That's really quite impressive. I'd read that robot-frog tutorial before and used it for actual 3D terrain generation but I never thought of applying it to 2D.

Good tutorial too, well-explained.</description>
		<content:encoded><![CDATA[<p>That&#8217;s really quite impressive. I&#8217;d read that robot-frog tutorial before and used it for actual 3D terrain generation but I never thought of applying it to 2D.</p>
<p>Good tutorial too, well-explained.
</p>
]]></content:encoded>
				</item>
</channel>
</rss>
