Island/Continent Based Map?

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Re: Island/Continent Based Map?

Postby Peter » Tue Nov 10, 2009 4:51 pm

Yes. However, you must realize that a continent would fill at very least thousands of multigrids, and possibly millions.
And if the procedural generator wants to put an ocean in the center of the map, then it will.
I'm refining the basic world part- the part that decides what terrain type a cell is- before I make the height map generator.
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Re: Island/Continent Based Map?

Postby Sarge » Tue Nov 10, 2009 6:07 pm

I had cottage pie for lunch, was awesome.

... much like this thread.
factnfiction101 wrote:^I agree with this guy.
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Re: Island/Continent Based Map?

Postby Peter » Tue Nov 10, 2009 6:53 pm

AHHH!
I just realized how you might make some kind of river system... I'm not sure of the algorithm, but it would be entirely procedural and thus have a lot less overhead. I'll play around with the plugins.

It wouldn't be strictly uphill/downhill and the networks would be a little odd, but it just might work.
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Re: Island/Continent Based Map?

Postby Potjeh » Tue Nov 10, 2009 7:52 pm

Possible workaround for cases where river can't exit a valley: make a lake, or have the river go underground.
Image Bottleneck
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Re: Island/Continent Based Map?

Postby Agarrett » Wed Nov 11, 2009 12:24 am

Peter wrote:Yes. However, you must realize that a continent would fill at very least thousands of multigrids, and possibly millions.
And if the procedural generator wants to put an ocean in the center of the map, then it will.
I'm refining the basic world part- the part that decides what terrain type a cell is- before I make the height map generator.


Good. I really hope one of your maps is the one used next reset.
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Re: Island/Continent Based Map?

Postby Peter » Wed Nov 11, 2009 12:40 am

If a river moves to the lowest adjacent tile that is not a river, it will actually automatically make lakes; when it flows into a low point, it will fill all the low point until it can "overflow."

I've greatly improved the generator. I got rid of snow and added moors as separate from heath. I still need to make a new height generator, but the current map processor is roughly ten times more efficient.

It also has a moisture index that is compared to the height map, so moist terrain like swamps and forests are found together, and the dry grassland regions are separate from other terrains. I think it's getting better.

Weather, temperature, and tides all tie into mapmaking, by the way. If you want seasons or climates, and thus weather, tile types are going to have to change regularly and in bulk (for instance, from dirt to mud or from grassy to snow-covered grass). Climates in particular would be challenging to add to this kind of generator... though I think it could be done.

My maps would not be used for actual gameplay. All I'm really doing is a proof-of-concept work. If Jorb and/or Loftar (if they are not, in fact, the same being) are interested in using the technique, then they will probably make a similar but purpose-built program along these lines and with the post-processing effects needed.
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Re: Island/Continent Based Map?

Postby jorb » Wed Nov 11, 2009 12:42 am

Peter wrote:Jorb and/or Loftar (if they are not, in fact, the same being)


Our name is Loftorb, for we are many.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Island/Continent Based Map?

Postby Jackard » Wed Nov 11, 2009 12:47 am

two sides of the same coin
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Re: Island/Continent Based Map?

Postby Agarrett » Wed Nov 11, 2009 1:28 am

Or are they coins just taped together?
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Re: Island/Continent Based Map?

Postby Peter » Wed Nov 11, 2009 3:14 am

Here's the 5kx5k map. It isn't using a proper heightmap yet, so it's going to be a something more like a dense archepelago than anything realistic.
Image

I took the liberty of applying the current height to a distortion and adding water...

Image

And with realistic colors:
Image
I don't quite know where the waves came from, but it looks nice.
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