tag:blogger.com,1999:blog-5052387.post2360090843003782741..comments2024-03-17T16:13:55.262-07:00Comments on Blobs in Games: Mapgen4: rainfallAmithttp://www.blogger.com/profile/12159325271882018300noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5052387.post-36656035065072594232018-09-20T11:39:52.072-07:002018-09-20T11:39:52.072-07:00@Scott: Grids are so much easier for me to work wi...@Scott: Grids are so much easier for me to work with! But part of my goal here is to learn more about algorithms on meshes :-)<br /><br />I think fluid flow on a grid could be a lot of fun, and I think it could give me winds that turn away from higher elevations, speed up, slow down, etc. I may explore this as a separate mini-project before trying to integrate it into the map generator.Amithttps://www.blogger.com/profile/12159325271882018300noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-3746851285567377442018-09-15T20:33:04.343-07:002018-09-15T20:33:04.343-07:00I had to laugh because I'm busy implementing o...I had to laugh because I'm busy implementing on a grid instead of a mesh.<br /><br />One thing I found help the "realism" of my wind model a lot was to have winds turn away from higher elevations, and to speed up on downhills and slow on uphills. Of course, this complicates the model considerably on a mesh (which is why I'm looking at a grid).Scott Turnerhttps://www.blogger.com/profile/03393071448515738228noreply@blogger.com