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.


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