rendered paste body public static float[] gen_hills()
{
Random PRNG = new Random();
float[,] map = new float[256,256];
int center_x=0;
int center_y=0;
int tx=0;
int ty=0;
int i=0;
float height;
int width;
for(tx=0; tx<256; tx++) {
for(ty=0; ty<256; ty++) {
map[tx,ty]=((float)PRNG.NextDouble()*8)+18.0f;
}
}
Console.WriteLine("Rendering hills...");
for(i=0; i<=50; i++) {
Console.Write(".");
center_x=PRNG.Next(31,225);
center_y=PRNG.Next(31,225);
height = ((float)PRNG.NextDouble())*12.0f;
for(width=30; width>0; width--) {
map[center_x+width,center_y+width] = map[center_x+width,center_y+width]+(((float)width)*height);
map[center_x-width,center_y-width] = map[center_x-width,center_y-width]+(((float)width)*height);
map[center_x+width,center_y-width] = map[center_x+width,center_y-width]+(((float)width)*height);
map[center_x-width,center_y+width] = map[center_x-width,center_y+width]+(((float)width)*height);
}
}
Console.WriteLine("\\nSmoothing terrain...");
float[] retval = new float[65536];
for(tx=0; tx<256; tx++) {
for(ty=0; ty<256; ty++) {
retval[tx+(ty*256)]=map[tx,ty];
}
}
for(i=0; i<=300; i++) {
retval = smooth(retval);
}
return retval;
}