I'd like to believe that, but the tricky part about it is doing it such that the entire map doesn't have to be generated as one monolithic piece, but still be expandable later.Potjeh wrote:Runtime water physics is way to much to ask for, but at world generation I think it could be done.
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loftar
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Re: haven plate techonics / or geology
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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sMartins
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Re: haven plate techonics / or geology
I don't know pretty much anything of how it works ... but l like to speculate on those things ... is it not possible to apply at the tiles that have water/rivers on them some kind of vector field? ... to tell the boat where to flow .... i mean, land tiles already remember their own height ... right? so tiles with water on them should remember 3 more numbers: direction, magnitude and which way to push.
Absolutly no idea about the function that should simulate that vector field to behave like a river ...
P.S. Btw this could be the same for wind on land.
Absolutly no idea about the function that should simulate that vector field to behave like a river ...
P.S. Btw this could be the same for wind on land.
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I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
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viznew
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Re: haven plate techonics / or geology
id like to see more unique water system
right now is super plain fairly striaght rivers in a geology view its all new rivers (i think) (end of the ice age?)
and rivers tend to wander alot in a certain pattern, video
ancient flood plains and scablands(2nd looks scablands are rare lol just common where i am lol0 chould add to game (thou like most things i say prob not needed)
and i cant say i acually know where takes place outside of euro somewhere i tend to think more of east euro then west so may be dumb
i was in middle of making better speculation maps but noticed the rivers
right now is super plain fairly striaght rivers in a geology view its all new rivers (i think) (end of the ice age?)
and rivers tend to wander alot in a certain pattern, video
and i cant say i acually know where takes place outside of euro somewhere i tend to think more of east euro then west so may be dumb
i was in middle of making better speculation maps but noticed the rivers
Last edited by viznew on Thu Aug 31, 2017 9:44 pm, edited 2 times in total.


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Attas
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Re: haven plate techonics / or geology
Dwarf Fortress has a pretty good world generator, with proper plate tectonics, watersheds, etc. I don't know how it works exactly but it might give some inspiration to Haven.
Otherwise you could maybe generate a big map with a more realistic tool but only release access to the center of it (while having the entire map saved somewhere). Then whenever you want to expand it, just copy-paste the remaining parts to the in-game map.
I may be wrong, but isn't W10's map unexpandable? There are no rivers leading to the border of the world, so a future expansion would make it quite hard for people to reach it.loftar wrote:I'd like to believe that, but the tricky part about it is doing it such that the entire map doesn't have to be generated as one monolithic piece, but still be expandable later.Potjeh wrote:Runtime water physics is way to much to ask for, but at world generation I think it could be done.
Otherwise you could maybe generate a big map with a more realistic tool but only release access to the center of it (while having the entire map saved somewhere). Then whenever you want to expand it, just copy-paste the remaining parts to the in-game map.
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viznew
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Re: haven plate techonics / or geology
honestly it was dwarf fortress that got me into geology, its amazing how accurate thay are the devs must have truly loved it, but even thay do have flaws like no scablands/flood lands and some stone is randomly placed, plus native aluminum is impossiable like thay do it its so rare in nature to find aluminum nugget youd never find enough for a bar lol but its a gameAttas wrote:Dwarf Fortress has a pretty good world generator, with proper plate tectonics, watersheds, etc. I don't know how it works exactly but it might give some inspiration to Haven.
haven got me into trees and geology a little thou, idk y i did weeks of looking into trees and stones and learned alot lol


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Attas
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Re: haven plate techonics / or geology
Not every region of the globe develops the same geological formations. If Haven devs tried to at least model Eastern European relief into the game it would be awesome.viznew wrote:honestly it was dwarf fortress that got me into geology, its amazing how accurate thay are the devs must have truly loved it, but even thay do have flaws like no scablands/flood lands and some stone is randomly placed, plus native aluminum is impossiable like thay do it its so rare in nature to find aluminum nugget youd never find enough for a bar lol but its a gameAttas wrote:Dwarf Fortress has a pretty good world generator, with proper plate tectonics, watersheds, etc. I don't know how it works exactly but it might give some inspiration to Haven.
haven got me into trees and geology a little thou, idk y i did weeks of looking into trees and stones and learned alot lol
Bonus if they made it so that the stones we find underground actually correspond to the geological formation of the area.
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viznew
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Re: haven plate techonics / or geology
thats my main problem i keep thinking of washington state lol but i ditched that and am looking into eastern euro geology and hoping for better maps and understanding lolNot every region of the globe develops the same geological formations. If Haven devs tried to at least model Eastern European relief into the game it would be awesome.
Bonus if they made it so that the stones we find underground actually correspond to the geological formation of the area.
the way stones get where thay are can be insanely complex
example
granite is only formed in the magma camber of a volcano by cooling super slowly so to get to surface takes millions of years and rivers or uplift and errosion , there is some uncomfirmed cases of what is thought to be fallen over dead volcanos all over world, and with granite is a huge amount of other stones being made (i chould talk about granite for hours and i dont type well)
basalt is quickly cooled magma usually forms colums
and if the magma cools super fast it cracks in octigon/pentagon pattern
and is a tough stone usually outlast all the stuff around it making pillars
Last edited by viznew on Thu Aug 31, 2017 10:18 pm, edited 4 times in total.


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iamahh
- Posts: 1806
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Re: haven plate techonics / or geology
aiming for realism is a lot of work, better make the architecture system
for realism check http://universesandbox.com/![Trollface ¦]](./images/smilies/troll.gif)
for realism check http://universesandbox.com/
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viznew
- Posts: 1171
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Re: haven plate techonics / or geology
lol ehh my comp would catch on fireiamahh wrote:aiming for realism is a lot of work, better make the architecture system
for realism check http://universesandbox.com/
i agree the geology dont matter much it works and never bothered me before lol and once thay get freeform buildings my god the glorys days will arrive


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MagicManICT
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Re: haven plate techonics / or geology
Artificial world borders and a larger world generation to start? If there is expansion needed, it's already ready to be used.loftar wrote:I'd like to believe that, but the tricky part about it is doing it such that the entire map doesn't have to be generated as one monolithic piece, but still be expandable later.Potjeh wrote:Runtime water physics is way to much to ask for, but at world generation I think it could be done.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.





