Choose map generation algorithm
Reported by Christopher Peplin | August 29th, 2010 @ 10:22 PM | in Mercury-Atlas 8
Comments and changes to this ticket
-
Christopher Peplin August 29th, 2010 @ 10:22 PM
- Milestone changed from Mercury-Atlas 6 to Mercury-Atlas 8
- Milestone order changed from 13 to 0
-
Christopher Peplin August 29th, 2010 @ 10:22 PM
- Milestone cleared.
- Milestone order changed from 2 to 0
-
Christopher Peplin September 3rd, 2010 @ 04:23 PM
- Milestone set to Mercury-Atlas 8
- State changed from new to in-progress
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Christopher Peplin September 3rd, 2010 @ 04:40 PM
- State changed from in-progress to resolved
- Generate a heightmap with perlin noise
- Find an
n x b
sized block with the highest average elevation of the map- Increase the height of all blocks in that block by @x@%, and consider it a mountain range
- Find another
n x b
sized block with an average elevation > the 70th percentile of the entire map- Turn it into water blocks and average out the elevation so it is flat - this is a high lake
- Do the same again, but for a < 30th percentile elevation block - consider this a drainage lake
- Step down in elevation block by block, turning them into river
blocks, taking the straighter path if it is only a little less
downhill than the steepest option
- Continue until you hit the edge of the map or the drainage lake
- Generate a perlin noise map for each of the natural resources and apply values to all of the blocks
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