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Game coding

Name: Anonymous 2012-11-23 2:30

/frog/, I'm writing a 3D game and I need help with the logic.  I'm trying to model the ability to walk around anywhere on earth.  In order to do this (& keep it interesting), I need a map generator.  I have the temptation to model it after minecraft's block generator, but I don't want to have a blockly terrain.  It should be regular terrain, like Elder Scrolls or Halo.  Does anyone have an idea about how I would do this?

tl;dr: how do I make a normal map generator?

Name: Anonymous 2012-11-23 2:55

Adler Scrolls did not have autogenerated terrain.  It was modelled by hand by a team of chinese slaves in chains.

Also you have not specified your desired map format, or have given any sort of technical specs, which means that you have not written anything, or have any clue about programming.  Thus, fuck off.

Name: Anonymous 2012-11-23 3:06

>>1

you will want to consider your constraints.


* Will the map be generated on the fly?
-- Yes
   * Will the client have lots of processing power?
     -- Yes
        * Will the map need to be deterministic?
          -- Yes
             * Be creative  
          -- No
             * Be creative
     -- No
        * Be creative
-- No
   * Be creative

Name: Anonymous 2012-11-23 4:07

Generating a map with the kind of knowledge you seem to have (i.e. you haven't googled procedural terrain generation), the last thing it's going to be is interesting.

Name: Anonymous 2012-11-23 5:12

>>4
Google my anus
>>3
( ͡° ͜ʖ ͡°)
>>2
LOL EGOINWIOMGOTR XDDDDD
>>1
9/10

Name: Anonymous 2012-11-23 7:25

First learn to design a good map, then start thinking how to make a computer design a good map.

Name: Anonymous 2012-11-23 14:04

http://freespace.virgin.net/hugo.elias/models/m_perlin.htm

I used this to generate a heightmap. It was simple, but pretty effective for basic terrain.

Of course, even if the hills are smooth and sufficiently distributed, that's not really how the world works. You won't get sheer cliffs and caves and so on.

Name: Anonymous 2012-11-23 14:56

>>7
If you want cliffs, you can just square [or cube, or...] the results along randomly placed lines to increase the gradient.
You're obviously never going to get caves with a height map, so they'd have to appear somehow else.

Name: Anonymous 2012-11-23 14:57

>>7
Perlin
Jew. Likely Russian Jew, who changed his Perelman/Perlovsky surname to russian sounding.

Name: Anonymous 2012-11-23 15:07

>>9
so?

Name: Anonymous 2012-11-23 15:38

>>10
So it means that >>7 is invalidated due to criminal jewness.

Name: Anonymous 2012-11-23 15:42

>>8
Look up Perlin worms.

Name: Anonymous 2012-11-23 15:49

>>11
That doesn't mean anything. The technique works and that's the first thing that matters.

Name: Anonymous 2012-11-23 16:06

>>13
No, the real first thing that matters is that you can never trust a jew.

Name: Anonymous 2012-11-23 21:28

>>14
That doesn't make sense. Either a technique works or it does not. Nothing else matters.

Don't change these.
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