terrain | Fantasy map generator | Map library

 by   mewo2 JavaScript Version: Current License: Non-SPDX

kandi X-RAY | terrain Summary

kandi X-RAY | terrain Summary

terrain is a JavaScript library typically used in Geo, Map applications. terrain has no bugs, it has no vulnerabilities and it has medium support. However terrain has a Non-SPDX License. You can download it from GitHub.

Fantasy map generator

            kandi-support Support

              terrain has a medium active ecosystem.
              It has 2952 star(s) with 367 fork(s). There are 175 watchers for this library.
              It had no major release in the last 6 months.
              terrain has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of terrain is current.

            kandi-Quality Quality

              terrain has 0 bugs and 0 code smells.

            kandi-Security Security

              terrain has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              terrain code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              terrain has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              terrain releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi has reviewed terrain and discovered the below as its top functions. This is intended to give you an instant insight into terrain implemented functionality, and help decide if they suit your requirements.
            • Draw the labels on the map .
            • Initialize a mesh .
            • merge adjacent segments .
            • Get the conditions for a component
            • Draws the Slopes in the graph .
            • Moves the closest geometries to the bottom .
            • calculate the distance between two labels
            • sample polyfill if the receiver is not empty
            • get r divers of a route
            • Routes down a vertex .
            Get all kandi verified functions for this library.

            terrain Key Features

            No Key Features are available at this moment for terrain.

            terrain Examples and Code Snippets

            No Code Snippets are available at this moment for terrain.

            Community Discussions


            How to get data/coordinates from Mayavi 3D plot by mouseclick on any point in the plot
            Asked 2022-Mar-31 at 05:54

            I have used a Digital elevation model, to create a 3D model of a terrain using Mayavi mlab. My next task, is to be able to get coordinates of any point that I click on the 3D model. Once I get the coordinates, I will map them to the image coordinates and get the required data. But currently, I'm unsure of how to click and get coordinates of a point in the first place. I have done this on 2D graphs/images in matplotlib. But I'm new to Mayavi. Please help.



            Answered 2022-Mar-31 at 05:54

            Attach mouse_picker to your surface, and use picker_function function to get point coordinates.

            Source https://stackoverflow.com/questions/69938832


            Display 3D Terrain Mapbox v10 Android
            Asked 2022-Mar-13 at 19:46

            I am trying to use the new mapbox for android v10 with specifically the new 3d terrain feature. All the examples are in Kotlin, I have followed the online guide below but I keep running into the same error message.

            Online example:



            Answered 2021-Nov-10 at 15:54
                styleExtension = style(Style.SATELLITE_STREETS) {
                +rasterDemSource("TERRAIN_SOURCE") {
                +terrain("TERRAIN_SOURCE") {

            Source https://stackoverflow.com/questions/69805425


            Random number generator with 3 inputs
            Asked 2022-Mar-10 at 11:21

            I am looking for a random number generator with 3 inputs for a terrain generator. The inputs are an x, y (position) and a seed value. And the function returns back a random number from 0-1.

            So far I found this question, but this has 2 inputs. Although I can combine x and y to a single number, to get two inputs, this will restrict the choices I will have for x, y as they need to be sufficiently large (the terrain is infinite).

            Is there any random function that takes in 3 inputs, or would I need to end up using the 2 input version?



            Answered 2022-Mar-10 at 11:21

            Something like this should work. It takes three 32-bit integers, and outputs a single 32-bit integer. If you want to turn the output into a double between 0 and 1, just divide by UINT32_MAX.

            The input and output sizes can be adjusted.

            You can also tweak the balance between output quality and speed. You'll notice that the middle section is just repeated 3 lines, remove or add more of them to make the output more or less biased.

            Here's the C code.

            Source https://stackoverflow.com/questions/71420930


            Camera controller with fly mode in Godot
            Asked 2022-Mar-05 at 18:08

            I'm working on a little project in Godot with Procedural Terrain generation.
            I need a really basic Camera controller that instead of jumping can fly. Even the Fps controller from the Godot official's Fps Tutorial is overkilled for my needs. I'm quite new to Godot and GDScript, and even if I know well C#, I don't know hot to move in Godot with it (I prefer GDScript in Godot because of the lack of an internal editor for C#).
            Can anyone please help me? Thanks



            Answered 2022-Mar-05 at 18:08

            For testing purposes, my go to is "Simple Free-Look Camera" by adamviola, you can find it on the asset library. When you download it, it will give you a camera.gd script that you can attach to a Camera in your scene (dragging the file from the File System panel to the Scene panel will do). Make the current of the Camera is set true. And that is all it takes.

            The script mimics the basic movement of the editor camera, so you press right click to look around and WASD to fly. Q and E move vertically. And you can use the mouse wheel to change the fly speed.

            Also, just like everything in the asset library it is gratis (which is why it is not an asset store). Also it is open source. So you can open it and study the code. And also it is libre, so you are also free to modify however you want. The above description of the controls should also help as starting point for what to look for in the code.

            What follows is a short explanation of what the code of camera.gd does.

            You can find in the code that it uses Input.set_mouse_mode to capture the mouse when you press right click. And it will store the relative motion when it gets a InputEventMouseMotion (this is in _input by the way) for later rotating the Camera using a combination of rotate_y and rotate_object_local (that part is in _update_mouselook). Horizontal mouse motion is translated to yaw, and vertical mouse motion is translated to pitch, the code also clamps the pitch.

            It will also keep track of the state of the keys it is interested in. You can find the variables _w, _s, _a, _d, _q, _e on the top of the script, and updated on _input when it gets a InputEventKey. The state of those keys is used to compute a direction vector - on which it applies velocity and acceleration - and finally move the Camera with translate (you can find that on _update_movement). Note that translate is affected by the orientation of the Camera, so the z axis is where you are looking at.

            The mouse wheel input is also taken on _input, and it updates a velocity multiplier which is applied in _update_movement.

            Source https://stackoverflow.com/questions/71363512


            Mapping PerlinNoise to a Grid
            Asked 2022-Feb-23 at 07:08

            I am trying to generate a grid across my map and add nodes depending on the perlin noise value. Depending on the value obtained from the perlin noise at a location, I will add a new Node which will be of a certain type e.g. Mountain, Water etc to represent terrian. Here I am trying to make it so that if the value is > 0.5, this mean it's only mountains and so a black coloured cubes should surround the mountain areas, However, my black cubes do not match the mountain areas from the perlin noise and I cannot seem to figure out why I am going wrong. Would appreciate any insight into how I could go about achieving this.



            Answered 2022-Feb-23 at 04:59

            It think the issue is in

            Source https://stackoverflow.com/questions/71227119


            Print Answer using Facts
            Asked 2022-Feb-08 at 11:26

            I am trying to print the values present in Facts. For example when I have the following Facts:



            Answered 2022-Feb-08 at 11:26

            First of all, let's look at your definition. Why did you insert a cut here? Let's see what happens without it:

            Source https://stackoverflow.com/questions/71030701


            Remove ticks / tiny white line from colorbar ggplot2
            Asked 2022-Feb-02 at 18:09

            how to remove that white line from a ggplot2 colourbar?



            Answered 2022-Feb-02 at 15:07

            You can set the ticks.colour= within guide_colorbar() by referencing via guides()... here ya go:

            Source https://stackoverflow.com/questions/70957906


            How to copy memory from an SSBO to CPU without getting a buffer performance warning?
            Asked 2022-Feb-01 at 06:19

            I'm using a compute shader to generate terrain values. I create my SSBO, I dispatch the compute shader and then I want to copy the values stored in the SSBO into CPU side memory so that I can use it further on. The code works perfectly, I copy into my CPU side buffer with no issues, however I get a performance warning, which made me think I am not copying the compute shader memory correctly. I get the same issue when using both glGetBufferSubData and glMapBuffer. Here is the warning:



            Answered 2022-Feb-01 at 06:19

            Figured out my own answer in the docs, I have switched to using immutable storage. Instead of using glBufferData I instead am using glBufferStorage


            glBufferData(GL_SHADER_STORAGE_BUFFER, (mSize*mSize*mSize)*sizeof(float), mData, GL_STREAM_READ);


            glBufferStorage(GL_SHADER_STORAGE_BUFFER, (mSize*mSize*mSize)*sizeof(float), NULL, GL_CLIENT_STORAGE_BIT | GL_MAP_READ_BIT);

            and I have given it explicit flags to let me map it and a hint that the implementation of the buffer storage should come from client memory. Now when I call

            glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, (mSize*mSize*mSize)*sizeof(float), mData);

            I don't get hit with any performance warnings

            Source https://stackoverflow.com/questions/70934469


            How to use geoserver SLD style to serve single channel elevation raster ("gray" channel) as Mapbox Terrain-RGB tiles
            Asked 2022-Jan-29 at 06:01

            I have an elevation raster layer in my GeoServer with a single channel ("gray"). The "gray" values is elevations values (signed int16). I have 2 clients:

            1. The first one is using that elevation values as is.
            2. The second one expect to get [Mapbox Terrain-RGB format][1]

            I do not want to convert the "gray scale" format to Mapbox Terrain-RGB format and hold duplicate data in the GeoServer. I was thinking to use the SLD style and elements to map the elevation value to the appropriate RGB value (with gradient interpolation between discrete values). For example:



            Answered 2022-Jan-27 at 16:51

            If you have the elevation data in the format you desire then that is the easiest option: it just works. However, if you want a more customized solution, here's what I've done for a project using the Mapbox Terrain-RGB format:

            I have a scale of colors from dark blue to light blue to white. I want to be able to specify how many steps are used from light blue to white (default is 10). This code uses GDAL Python bindings. The following code snippet was used for testing. It just outputs the color mapping to a GeoTIFF file. To get values between 0 and 1, simply use value *= 1/num_steps. You can use that value in the lookup table to get an RGB value. If you're only interested in outputting the colors, you can ignore everything involving gdal_translate. The colors will automatically be stored in a single-band GeoTIFF. If you do want to re-use those colors, note that this version ignores alpha values (if present). You can use gdal_translate to add those. That code snippet is also available at my gist here.

            Source https://stackoverflow.com/questions/70880262


            Swift, array, image processing. Is using array.map() the fastest way to process all data in an array?
            Asked 2022-Jan-26 at 20:03

            I have an array with many millions of elements (7201 x 7201 data points) where I am converting the data to a greyscale image.



            Answered 2022-Jan-26 at 17:25

            This is not a complete answer to your question, but I think it should give you a start on where to go. vDSP is part of Accelerate, and it's built to speed up mathematical operations on arrays. This code uses multiple steps, so probably could be more optimised, and it's not taking any other filters than linear into account, but I don't have enough knowledge to make the steps more effective. However, on my machine, vDSP is 4x faster than map for the following processing:

            Source https://stackoverflow.com/questions/70864092

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install terrain

            You can download it from GitHub.


            This project is, from my perspective, finished. The code is available under the MIT license, so you can fork it, improve it, learn from it, build upon it. However, I have no interest in maintaining it as an ongoing open source project, nor in providing support for it. Pull requests will be either ignored or closed. If you do make something interesting with this code, please do still let me know! I'm sorry that I can't provide any support, but I am still genuinely interested in seeing creative applications of the code.
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            gh repo clone mewo2/terrain

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