Just a quick update on the research I've done into FFTs. I understand a bit of the applications of Fourier transforms (at least in signal processing) and I have looked into some of the windows that Unity has built into their engines for analyzing this stuff. During my audio visualizer building, the tutorial took me through the process of putting certain ranges of frequencies into small categories with a bit of bias so that the final result looks decently clean and spread out. These little "bins" counted eight in the tutorial, and that is a good number (I believe) for dividing sound into categories of terrain. The bass-y frequencies can be the more sea level grass, while the high frequencies could become mountainous terrain. Of course, it would be interesting if this was inverted and if my players could infer some of this stuff to influence the world around them. As I think about that, I'm going to review terrain generation in real time, and hopefully get somewhere with that during my upcoming hack session.
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