by Peter » Thu Nov 12, 2009 7:01 pm
Oddly, there aren't even forage-able plants... though I'm not entirely sure that there aren't geology points...
Well, I'm really pleased with the continents map. Oh, by the way, the white diamonds mark multigrid corners.
I'm really pleased with the simplicity of the generator, too.
It all goes back to the Perlin noise generator. This does tend to create realistic-looking terrain, but it only does so on small scales; look a the earlier maps to see what I mean. It creates a jumble of islands with a very flat distribution.
What I've done is take the large-scale blobbiness of the noise map and small-scale detail and combined them. The way I've done this is first by generating two perlin noise heightmaps, and adjusting them so that one has values between 0 and 0.6, and the other 0.4 to 1.0 (where 0 is the bottom of the sea, 0.5 is sea level, and 1.0 is the top of mountains).
Thus, One map will look like open ocean with scattered islands, and the other will look like rocky mountains with a few lakes.
Then, I generate one more perlin noise map, but only a simple one- a low-resolution one (I'll put up some illustrations when I get to that machine and can render them). I use this map as the continent map; it has highs where there will be mountains, lows in the seas, and coastal areas and bays are also defined.
Finally, I use the third map to "interpolate" the highlands map and the lowlands map. Interpolation is basically a weighted averaging; in this case, in places that are designated mountains on the continents map, the output is biased towards the highlands map, and open sea on the continents map is biased towards the lowlands map. And, near the beaches, they are roughly averaged. This gives all the detail of the small maps while preserving the high-level order of the continent map- in other words, preventing the map from turning into mush on large scales.
This makes all the new features in the new maps. Now, there's some tweaking in all of that (in particular, I have a bit here and there where I change the distribution of elevations in the continent map, so it's more like a set of coherent shapes rather than kind of fading together out of islands), but that's the key parts right there.
I'll attach a copy of the generator when I get home, but anyone who wants to look at it will need Art of Illusion and java and java somethingorother to run it.
EDIT: Hmmm... Looking at the map, there isn't quite enough biome variation yet. It's actually pretty realistic, but it looks odd. I'm going to try increasing moisture and elevation variation on the small scale. I might add something like "moisture continents" too, just t experiment, but that would probably just lead to entire multigrids full of grasslands, which while realistic would also get boring.
On the multi-contenent map, for instance, a large town might control an area the size of one of the small islands in the top-left multigrid. Even then, it'd have to be a big town.
Still tinkering.
Last edited by Peter on Thu Nov 12, 2009 7:29 pm, edited 1 time in total.
Surprise.