thoughts on random maps:
i once played around with perlin noise. i guess that's very
suitable for map-generation.
1st generate a hightmap of 8bit or even 16bit values instead
of starting with 1bit like it is now.
2nd do a coarse histogram of the used values to find out,
wich values would correspond to water, coastline and grass
(maybe interactively, so the percentages are adjusted when
the hightmap is already generated)
3rd place ressources everywhere near water and let them grow
a bit.
This should result in very natural looking maps
Bradley Arsenault wrote:
I've been looking at the random map generator, it produces very nice
maps when the ratios turned to 0 and its set to maximum smoothing. But
there is one exception: It doesn't place resources well. I've been
trying to pluck through the code and see if I could get it to place
more resources and in more variety of places, but i'm unsure where in
MapGenerator.cpp the resources are actually placed.
So just to ask nuage about how I should go about this task.
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--
Dipl.-Math. Univ.
Leo Wandersleb
Kolumbusstr.2
81543 München
Tel.: 0179-7748888
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