Computer Science from the Bottom Up. Pixel2Life. Philosophy Bro. All Episodes | History of Philosophy without any gaps. Simple map generation. My friends Alex and Rob at Wild Shadow Studios entered the TIG Assemblee competition. In the first 30 days, artists create art assets, and in the second 30 days, programmers create games with those assets. Alex and Rob decided to write an MMO in those 30 days. They asked me about generating game maps. In the past I had generated outdoor terrain maps by using randomness, erosion, and water flow (see the Simblob Project). However there was a terrible trap in there. I spent years refining the terrain generation system, and far too little time working on combat and the game itself. I had fun, but I never finished that game. Wary of my tendencies to work on one aspect of a game too much while neglecting everything else, I decided this time to do something simple.
To ensure that some areas are dry and some areas are wet, I renormalized the moisture map to try to produce equal areas of every moisture level. From these I defined simple rules that assigned a vegetation. Labels: maps, project. Welcome to the Polyglot Project. Gametheory101.com.
Networking. Hacking. Computer Science.