D
Daniel Moore
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1. Please do not post any solutions or spoiler discussion for this
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2. Support Ruby Quiz by submitting ideas and responses
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Suggestion: A [QUIZ] in the subject of emails about the problem
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the original quiz message, if you can.
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## Diamond-Square (#198)
Guten Tag Rubyists,
Following in the same vein as last week's quiz I present to you the
[diamond-square algorithm][1]. Instead of one dimensional terrain as
last week, the random terrain generated by this algorithm is in two
dimensions. Visual displays are again encouraged.
The secret to this algorithm is that there are two phases for
generating the new random values: from the diagonals (diamond) and
from the adjacents (square). This makes the generated terrain smoother
and prevents artifacts from generating solely by the adjacents.
Once equipped with these terrain generation algorithms, making ruby
based Elf/Goblin/Tanks simulations will be a breeze!
There is now a suggestion form up on the Ruby Quiz website:
http://rubyquiz.strd6.com/suggestions . I'm looking forward to all of
your great suggestions!
[1]: http://gameprogrammer.com/fractal.html#diamond
Have Fun!
The three rules of Ruby Quiz:
1. Please do not post any solutions or spoiler discussion for this
quiz until 48 hours have elapsed from the time this message was
sent.
2. Support Ruby Quiz by submitting ideas and responses
as often as you can!
Visit: <http://rubyquiz.strd6.com/suggestions>
3. Enjoy!
Suggestion: A [QUIZ] in the subject of emails about the problem
helps everyone on Ruby Talk follow the discussion. Please reply to
the original quiz message, if you can.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
## Diamond-Square (#198)
Guten Tag Rubyists,
Following in the same vein as last week's quiz I present to you the
[diamond-square algorithm][1]. Instead of one dimensional terrain as
last week, the random terrain generated by this algorithm is in two
dimensions. Visual displays are again encouraged.
The secret to this algorithm is that there are two phases for
generating the new random values: from the diagonals (diamond) and
from the adjacents (square). This makes the generated terrain smoother
and prevents artifacts from generating solely by the adjacents.
Once equipped with these terrain generation algorithms, making ruby
based Elf/Goblin/Tanks simulations will be a breeze!
There is now a suggestion form up on the Ruby Quiz website:
http://rubyquiz.strd6.com/suggestions . I'm looking forward to all of
your great suggestions!
[1]: http://gameprogrammer.com/fractal.html#diamond
Have Fun!