height maps) I added control over the number of points I added control over the distribution of points. Changes: I took out roads I added PNG export I added byte array output (e.g. The original demo I posted in 2010 is here. I did not implement the Voronoi algorithm I used an existing library for this. I focused instead on explaining the concepts in the article, so that you can implement the algorithms yourself. Sorry, it’s not designed to be easy to reuse. The code is open source, using the MIT license (allows commercial use). I will revisit it when I want to procedurally generate towns, cities, nations, histories, etc. I was hoping it would be useful for assigning territorial control. The watershed detection algorithm is unifnished.I also implemented road and lava algorithms but didn’t include them in this demo.For this project I was focused on the generation of structured maps. There are lots better ways to render the maps, but I haven’t explored them.The 3D slopes output is slow (I wrote this a long time ago, before GPU acceleration was generally available in browsers).The byte array output are a 2048x2048 height map, a 2048x2048 moisture map, and a 2048x2048 array of bit flags, which you can decipher by looking at exportOverrideColors in mapgen2.as.I don’t include the noisy bitmap dots so that you can more easily use this in your own projects. The PNG output is 2048x2048, and draws the selected mode (biomes, polygons, 2d slopes, etc.).I’ve tried 16,000 but Flash gets rather buggy so I didn’t put it in the demo. Using 4000 or 8000 points can be slow.Random, Relaxed, Square, Hex are about how the map is divided up into polygons.Radial, Perlin, Square, Blob are about the island shape.Rivers are generated along accurate drainage paths. I generate island maps with constant slopes here, but you can use the same ideas for many different styles of maps. Finally after months of excruciating experimentation I bring you PerfectWorld3 for Civ5 This map script uses various manipulations of Perlin noise to create landforms, and generates climate based on a simplified model of geostrophic and monsoon wind patterns. I wrote an article describing the algorithms, and how you can use all or some of the parts in your own projects. How many players How many Civilizations will one player receive Next. mapgen4 lets you paint your own mountains, valleys, and oceans. Civilization 5 Random Civilization Drafter. The details will vary based on the other options you’ve selected. You can type in a shape number and press Return to generate that map. In a shape number like 85882-8, 85882 chooses the overall island shape and 8 is the random number seed for the details (random points, noisy edges, rivers). I also have an HTML5 version of mapgen2 that has slightly different features. This is a map generator I wrote in 2010 for a game I’m not working on it anymore, but all the code is available so that you can download and modify it for your own needs. Newer version of mapgen2 įeel free to use these maps for any purpose, including commercial use. Flash version of map generator could not be loaded try the HTML5 version instead.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |