tag:blogger.com,1999:blog-5052387.post8436125850704740220..comments2024-03-17T16:13:55.262-07:00Comments on Blobs in Games: Polygon map generation, part 2Amithttp://www.blogger.com/profile/12159325271882018300noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-5052387.post-44478673751283423682010-09-18T19:57:52.731-07:002010-09-18T19:57:52.731-07:00Hi Piiichan, I did something very simple with mois...Hi Piiichan, I did something <i>very</i> simple with moisture: I sorted the corners by moisture, then reassigned the moistures to be from 0.0 to 1.0, evenly. For example if there are 200 corners, then corner <b>i</b> will get moisture <b>i/200</b>. See the <b>redistributeMoisture</b> function in <a href="http://github.com/amitp/mapgen2/blob/master/Map.as" rel="nofollow">the source</a>.Amithttps://www.blogger.com/profile/12159325271882018300noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-2169670767455022112010-09-18T01:27:52.623-07:002010-09-18T01:27:52.623-07:00Hey Amit,
very interesting post.
I want to learn ...Hey Amit,<br />very interesting post.<br /><br />I want to learn more about how you control distribution of features.<br /><br />For example you said:<br />"As with elevation, I redistribute moisture to match a desired distribution."<br /><br />How do you do that?<br /><br />ThanksArnaud Couturier (piiichan)https://www.blogger.com/profile/10272780494734182069noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-29424032157023310132010-09-06T08:17:43.792-07:002010-09-06T08:17:43.792-07:00Hi Emile — yes, good catch! Thank you; I have corr...Hi Emile — <b>yes</b>, good catch! Thank you; I have corrected the table.<br /><br />Temperature, wind, humidity, variable intensity rain, vegetation, rain shadows, flooding, erosion, evaporation, aquifers, soil dampness, soil permeability might all be useful for maps. I played with some of these in previous map projects and decided this time I'm going to keep it simple. :)<br /><br />BTW there's an absolutely <b>fantastic</b> map generation blog that you may enjoy reading: <a href="http://www.dungeonleague.com/" rel="nofollow">Dungeon League</a>. They're generating much more sophisticated maps than I am in this project. Also see <a href="http://forums.tigsource.com/index.php?topic=11553.0" rel="nofollow">this discussion on TIGsource</a> about the Dungeon League maps.Amithttps://www.blogger.com/profile/12159325271882018300noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-83959125150022516182010-09-06T07:51:03.917-07:002010-09-06T07:51:03.917-07:00Hi Felix — yes, I think the polygons could be very...Hi Felix — yes, I think the polygons could be very useful for many games, especially when the polygons are directly used by the player, such as in a settlement or territory conquest game. The board game “Risk” is drawn with fancy borders but at its heart is a graph based game, where you can move only from node to node along specific borders. My goal for the next blog post is to have some fancy borders, but still keep the polygon map underneath. In games where the polygons matter, you'd want to draw the borders, as in <a href="http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/biomes-noisy-7.png" rel="nofollow">this image</a>.Amithttps://www.blogger.com/profile/12159325271882018300noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-73585119908281842792010-09-06T01:49:08.877-07:002010-09-06T01:49:08.877-07:00It looks like you switched the axis for moisture -...It looks like you switched the axis for moisture - I'm pretty sure deserts don't count as "high moisture" :)<br /><br />Interesting stuff! I used something like your whittaker diagram for world generation, except that I had a third dimension, temperature.Emilenoreply@blogger.comtag:blogger.com,1999:blog-5052387.post-82149209036022926742010-09-06T00:34:16.868-07:002010-09-06T00:34:16.868-07:00Wow! Fantastic use of Voronoi diagrams. For some r...Wow! Fantastic use of Voronoi diagrams. For some reason I prefer the 2nd to last hexagonal shapes over the last more detailed image. Maybe because it looks like a cool boardgame.felixnoreply@blogger.com