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Thread: MMF2 Procedural Terrain generation (Incomplete)

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    MMF2 Procedural Terrain generation (Incomplete)

    I was messing around with Procedural generation and came up with this quick mfa file,. If anybody wants to use it, they are welcome to.
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    Re: MMF2 Procedural Terrain generation (Incomplete)

    Multimedia Fusion employs a very poor random generator, using only an array i was able to write a program capable of predicting the next outcome of {MMF2's} random(20) approx 1 in 2 times correctly.

    That is a %900 increase compared to random predictions.

    There are several randomizing objects which can subsidies for 'Fusions ineptitude for haphazard.

    ..Also this code is quite bloated, and some of your comments have very poor grammar "changealignmentaccordingly", non the less; thanks for sharing!

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    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: MMF2 Procedural Terrain generation (Incomplete)

    Quote Originally Posted by SEELE
    Multimedia Fusion employs a very poor random generator, using only an array i was able to write a program capable of predicting the next outcome of {MMF2's} random(20) approx 1 in 2 times correctly.
    You're correct - this is why (from the Flash runtime source, but it will be the same for all the runtimes:

    Code:
    public function random(wMax:int):int
    {
        var calcul:int=rh3Graine*31415+1;
        calcul&=0x0000FFFF;
        rh3Graine = calcul;
        return ((calcul*wMax)>>>16);
    }

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    Re: MMF2 Procedural Terrain generation (Incomplete)

    I just realized that I made a critical mistake in my algorithm. I'm working on an improved version. BTW is the Randomizer object a good extension to use?

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    Re: MMF2 Procedural Terrain generation (Incomplete)

    Yeah sure, its not slow or anything and its almost completely stochastic.

    I'm working on a similar terrain generator engine right now, except for a 3D MineCraft spin-off!

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    Re: MMF2 Procedural Terrain generation (Incomplete)

    Nice example Watermelon786, i was going to make something like this also with terrain texture tiles so it's always cool to see how other people would make a terrain generator.

    @Seele -

    That sounds cool, there was a game project on TDC recently also which has a engine that i think was going to be a new extension for the OpenGL base object by the looks of things. I have never tried MineCraft before but it looks quite fun and i know loads of people like it so will have to try it sometime.

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    Re: MMF2 Procedural Terrain generation (Incomplete)

    Quote Originally Posted by Jamie
    Quote Originally Posted by SEELE
    Multimedia Fusion employs a very poor random generator, using only an array i was able to write a program capable of predicting the next outcome of {MMF2's} random(20) approx 1 in 2 times correctly.
    You're correct - this is why (from the Flash runtime source, but it will be the same for all the runtimes:

    Code:
    public function random(wMax:int):int
    {
        var calcul:int=rh3Graine*31415+1;
        calcul&=0x0000FFFF;
        rh3Graine = calcul;
        return ((calcul*wMax)>>>16);
    }
    I still fail to accept that this was programmed while sober! Why not just rand()..

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    Re: MMF2 Procedural Terrain generation (Incomplete)

    Hmm, I tried to fix my mistake, but it isn't completely working. Can you look at my code and suggest some fixes?
    Attached files Attached files

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    Re: MMF2 Procedural Terrain generation (Incomplete)

    Also, one more thing. Is it allowed to post files from other programming languages into this forum?

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    Re: MMF2 Procedural Terrain generation (Incomplete)

    No, this is for CT products only. There are exceptions, for example C++ for extensions, Python for MMF use, shader programmingfor MMF. There may be others, as long it is for TGF and MMF.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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