Procedural dune generation painter.
Could you add a screenshot as a showcase, please?
There was the rectangularSmoothToHight function that took an influence map of surrounding tiles that could also be used to create dunes. (looks like it has been removed in a cleanup frenzy though...)
Some coding convention notes to keep you waiting for FeXoR.
Comments Start with caps a space and end with dots.
Boolean instead of bool I believe
I guess you could use let for that for loop.
Is it a rmgen convention to have lower case functions?
@ both scaleVertical and baseHeight: In what unit? State that. (e.g. tiles, meters, engine space units, art length units, ...)
Nice you added the expected value range but a discription is missing ;)
"wider than tall" once more.
Those are magic (optimized by fiddling around and testing aiming for the result you find most appealing I guess - that's OK of cause!) numbers anyway so would'nt it be appropriate to use 8.1 instead of 9*0.9 and 5 instead of 50*0.1? If this multiplication really helps wrapping your head around what's going on leave them as they are I guess.
Huh? When does the case "not this.type" happen???
scaleVertical is a multiplier so its value is adimensional
0.9 and 0.1 are weights but yes, I prefer to leave the expression expanded for easy modification.
this.type can be ELEVATION_SET = 1 or ELEVATION_MODIFY = 0