sounds cool. i'm looking forward to test it. theoretically the fertility is proportional to the water contained in the 15x15 surrounding square so you have 31*31=961 values making the most common max of 15*31=465=0.5*max (max. fertility at a straight coast) appear too dimm.
i'd not treat islands specially as this might interfere with future features like carrying seeds but rather clip the fertility-indicator at 400 or shift colors from 400 to 800. Algorithm: f=000..400: r=0, g=1, b=0, a=f/400/*.25 f=400..800: r=(f-400)/400*.8, g=1, b=(f-400)/400*.8, a=0.25 f=800..961: r=.8, g=1, b=.8, a=0.25 Do you represent fertility in water, too? Guess the formula was a bit more complicated there but i'd like to see fertility there as i barely know algues-growth at all. Greetings, Leo Wandersleb P.S.: the fertility computation should be of order widthMap*heightMap*31 as you can count water line by line and store those line-fertilities. _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
