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Merge.
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author Steve Losh <steve@stevelosh.com>
date Wed, 29 Jun 2016 13:22:45 +0000
parents 8d1cd7431860 (current diff) d6bebd8d9778 (diff)
children 5bc07cde293f
branches/tags (none)
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Changes

--- a/content/blog/2016/02/midpoint-displacement.html	Tue Jun 28 23:39:20 2016 +0000
+++ b/content/blog/2016/02/midpoint-displacement.html	Wed Jun 29 13:22:45 2016 +0000
@@ -25,6 +25,12 @@
 
 In this post we'll be looking at Midpoint Displacement.
 
+The full series of posts so far:
+
+* [Midpoint Displacement](/blog/2016/02/midpoint-displacement/)
+* [Recursive Midpoint Displacement](/blog/2016/03/recursive-midpoint-displacement/)
+* [Diamond Square](/blog/2016/03/diamond-square/)
+
 [project]: https://www.youtube.com/watch?v=G5u79w4qiAA
 [Unity]: http://unity3d.com/
 
--- a/content/blog/2016/03/recursive-midpoint-displacement.html	Tue Jun 28 23:39:20 2016 +0000
+++ b/content/blog/2016/03/recursive-midpoint-displacement.html	Wed Jun 29 13:22:45 2016 +0000
@@ -22,6 +22,12 @@
 the cleanest way to do it.  Before moving on to other algorithms I wanted to
 clean things up by using a handy library.
 
+The full series of posts so far:
+
+* [Midpoint Displacement](/blog/2016/02/midpoint-displacement/)
+* [Recursive Midpoint Displacement](/blog/2016/03/recursive-midpoint-displacement/)
+* [Diamond Square](/blog/2016/03/diamond-square/)
+
 [mpd]: /blog/2016/02/midpoint-displacement/
 
 [TOC]
--- a/content/blog/2016/06/diamond-square.html	Tue Jun 28 23:39:20 2016 +0000
+++ b/content/blog/2016/06/diamond-square.html	Wed Jun 29 13:22:45 2016 +0000
@@ -5,7 +5,7 @@
     {% hyde
         title: "Terrain Generation with Diamond Square"
         snip: "Improving on Midpoint Displacement."
-        created: 2016-06-27 13:45:00
+        created: 2016-06-27 13:35:00
     %}
 
     {% block extra_js %}
@@ -27,11 +27,11 @@
 * [Recursive Midpoint Displacement](/blog/2016/03/recursive-midpoint-displacement/)
 * [Diamond Square](/blog/2016/03/diamond-square/)
 
-Midpoint Displacement is fairly simple and pretty fast, but it suffers from some
-flaws.  If you look at the end result you'll probably start to notice "seams" in
-the terrain that appear on perfectly square chunks.  This happens because when
-you're calculating the midpoints of the edges of each square you're only
-averaging two sources.
+Midpoint Displacement is simple and fast, but it has some flaws.  If you look at
+the end result you'll probably start to notice "seams" in the terrain that
+appear on perfectly square chunks.  This happens because when you're calculating
+the midpoints of the edges of each square you're only averaging two sources of
+information.
 
 [Diamond Square][] is an algorithm that works a lot like Midpoint Displacement,
 but it adds an extra step to ensure that (almost) every point uses *four*
@@ -168,8 +168,8 @@
         └─┴─┴─┴─┴─┴─┴─┴─┴─┘      └─┴─┴─┴─┴─┴─┴─┴─┴─┘
 </pre>
 
-First we define how do do a single diamond-shaped region.  Once again we'll use
-a center point and radius to specify the region inside the heightmap:
+Once again we'll use a center point and radius to specify the region inside the
+heightmap:
 
     :::clojure
     (defn ds-diamond [heightmap x y radius spread]
@@ -235,13 +235,12 @@
 
 ## Iteration
 
-Unfortunately we can't use recursion to iterate for diamond square like we did
-for midpoint displacement.  We have to interleave the diamond and square steps,
+Unfortunately we can't use recursion to iterate for Diamond Square like we did
+for Midpoint Displacement.  We have to interleave the diamond and square steps,
 performing each round of squares on the *entire* map before moving on to a round
-of diamonds.
+of diamonds.  If we don't, bad things will happen.
 
-If we don't, bad things will happen.  Let's look at an example to see why.
-First we perform the initial square step:
+Let's look at an example to see why.  First we perform the initial square step:
 
 <pre class="lineart">
            Column
@@ -460,7 +459,7 @@
 
 <div id="demo-final" class="threejs"></div>
 
-It looks a lot like the result from midpoint displacement, but without the ugly
+It looks a lot like the result from Midpoint Displacement, but without the ugly
 seams around the square chunks.
 
 The code for these blog posts is a bit of a mess because I've been copy/pasting
--- a/layout/skeleton/_base.html	Tue Jun 28 23:39:20 2016 +0000
+++ b/layout/skeleton/_base.html	Wed Jun 29 13:22:45 2016 +0000
@@ -81,13 +81,11 @@
 
             <footer>
                 <p>
-                    I'm also on
-                    <a href="https://bitbucket.org/sjl/">Bitbucket</a>,
-                    <a href="https://github.com/sjl/">GitHub</a>,
-                    <a href="https://twitter.com/stevelosh/">Twitter</a>,
-                    <a href="https://instagram.com/thirtytwobirds/">Instagram</a>,
-                    and
-                    <a href="http://500px.com/stevelosh/">500px</a>.
+                    <a href="https://bitbucket.org/sjl/">Bitbucket</a> ・ 
+                    <a href="https://github.com/sjl/">GitHub</a> ・ 
+                    <a href="https://twitter.com/stevelosh/">Twitter</a> ・ 
+                    <a href="https://instagram.com/thirtytwobirds/">Instagram</a> ・ 
+                    <a href="https://bitbucket.org/sjl/.plan/#readme">.plan</a>
                 </p>
 
                 <a class="rochester-made" href="http://rochestermade.com" title="Rochester Made"><img src="http://rochestermade.com/media/images/rochester-made-dark-on-light.png" alt="Rochester Made" title="Rochester Made" /></a>