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Supported Feature: Random Scattering: Creating Realistic Landscapes

In this technical article, originally published in Game Developer magazine, Neversoft co-founder Mick West continues his acclaimed analyses by showcasing an algorithm for procedurally scattering objects such as trees across a game level.

West details two competing procedural content generation methodologies, teleological and ontogenic, describing the former approach as creating an accurate physical model of the environment and process to simulate the results, whereas the ontogenic approach observes and reproduces the end results of the process.

For this task of simulating randomly scattered trees, you'll want to make sure that the trees are not overlapping, yet are still evenly distributed: "What if we started off with the trees perfectly evenly distributed (say on a square grid), and then simply move each tree a random amount, but not so far that they can overlap? ... This solution actually works quite well."

West continues: "[The results] (pictured) look something like a cross between the pure random scatter and the minimum distance scatter. The trees are evenly distributed, but we still see some minor clumping, including two trees that overlap slightly. But overall this algorithm produces much nicer looking results than our first attempt, and it's simpler and cheaper to implement than the second."

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