Thread View: rec.games.design
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Started by Clayten Hamacher
Fri, 08 Jan 1993 10:23
World Design (maps)
Author: Clayten Hamacher
Date: Fri, 08 Jan 1993 10:23
Date: Fri, 08 Jan 1993 10:23
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I have been meaning to write a map generator, not just one that puts
mountains and rivers on a map, but one that generates a world like we have.
I'd use most of the rules of plate techtonics and a few other things, maybe a
gravity variant (how many hills and how high..)
Start with a sphere, draw 'plates' on it.
Toss a big chunk of land (1/3 or so) in one clump onto the map.
Assign directions and speeds to the 'plates', making all move roughly out
from the center.
Keep track of convection currents for future use.
Note what plates eventually meet, depending on the type of boundary they'd
form different landscape features (volcanoes etc)
Add hotspots and other 'phenomenon' to make small deformities.
Map the land roughly, only the big rivers and such things.
Print map of random Earthlike world..
Sorta simplified but I think it'd work.
Things like land percentage, world size, gravity (or link it directly to
size), number of 'phenomenon', tiny plates, hot spots, etc..(sorta like
turning disasters on in Sim City...:) )
Then output the map in a graphic (human form) and a computer readable map as
well (for a later program to map any specific part in great detail).
Please send and/or post any ideas/suggestions etc.
--
Clayten_Hamacher@Mindlink.bc.ca Land of the rising snow.
Re: World Design (maps)
Author: Torben AEgidius Mogensen
Date: Fri, 08 Jan 1993 13:04
Date: Fri, 08 Jan 1993 13:04
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Clayten_Hamacher@mindlink.bc.ca (Clayten Hamacher) writes: >I have been meaning to write a map generator, not just one that puts >mountains and rivers on a map, but one that generates a world like we have. >I'd use most of the rules of plate techtonics and a few other things, maybe a >gravity variant (how many hills and how high..) [tectonic "algorithm" deleted] >Please send and/or post any ideas/suggestions etc. Running a good tectonic simulation is hard. It is only moderately difficult to move the plates, but deciding how the crust folds when plates meet is extremely difficult. Also, one should consider erosion as well. At present, our world is determined as much by erosion as by tectonics. Old mountains become flat and glacial action has rounded the mountains of Scandinavia. Rivers have carved canyons and accumulated silt has created new land. Erosion from rapid temperature changes has powdered rock to sand in the deserts. Etc. etc. etc. Since erosion depends on climate, this should be simulated at the same time. All in all, trying to make a "realistic" world development simulation is going to be extremely difficult and time consuming. I have made a program that uses a variant of the mid-point displacement method to create a fractal landscape on a spherical planet. It is simple, relatively fast, and makes some fairly pleasing and superficially natural looking planets, but on closer inspection it is obvious that it is not natural: mountains come in clumps rather than chains, there are no rivers and the lakes all have their surface at sea level. I have added (not on the sphere, but on a flat map) rain and flow of water to generate high-altitude lakes and rivers, but it is very time consuming and not (yet) capable of making good-looking rivers. Anyway, if you have a magical world, why assume that it is created like our own? Glorantha is an example of the opposite and I'm currently working on Yggdrasil, the world tree. People live on the branches, where the folds in the bark form mountains and seas. The width of the largest branches is about the width of Western Europe (from Britain and Spain in the west to Germany and Italy in the east). Other example from literature are Diskworld and Ringworld. Though the latter is not constructed magically, a similar concept could be used. Torben Mogensen (torbenn@diku.dk)
Re: World Design (maps)
Author: Michael Polis
Date: Fri, 08 Jan 1993 18:21
Date: Fri, 08 Jan 1993 18:21
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There was one of these in the USML (Universal Simulation Mailing List) archive, which apparently no longer exists. I have a copy of the program, which was called plates.c, but I have hacked on the copy I have, so I'd rather not distribute it. Problems I had with the program were 1) The initial plates were polygonal (the voronoi polygons of a random point set), which did not look good. 2) If I ran the simulator long enough to grind off the vertices, I got oceans full of so many little isands that ocean crossings would be trivial. 3) Erosion was just wrong. I got one mountain that was 2 or 3 times the height of Everest. Also, eroded material didn't really go anywhere. Here is the comment from the beginning of the program: /* * A program to simulate tectonics. * * Copyright 1988 by Mark Isaak. * You may distribute this however you like, as long as you don't sell it * and you keep this notice in it. * * Wish list: * Do it on a sphere, not a square torus * Give plates angular momentum * Make some constants variable * Horsts and grabens * Let 2 plates fuse together and/or 1 plate split apart sometimes * Astroblemes * Take density of rock into account */
Re: World Design (maps)
Author: Bert Medley
Date: Mon, 11 Jan 1993 15:01
Date: Mon, 11 Jan 1993 15:01
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In article <19376@mindlink.bc.ca> Clayten_Hamacher@mindlink.bc.ca (Clayten Hamacher) writes: >I have been meaning to write a map generator, not just one that puts >mountains and rivers on a map, but one that generates a world like we have. > >I'd use most of the rules of plate techtonics and a few other things, maybe a >gravity variant (how many hills and how high..) > >Start with a sphere, draw 'plates' on it. >Toss a big chunk of land (1/3 or so) in one clump onto the map. >Assign directions and speeds to the 'plates', making all move roughly out >from the center. >Keep track of convection currents for future use. >Note what plates eventually meet, depending on the type of boundary they'd > form different landscape features (volcanoes etc) >Add hotspots and other 'phenomenon' to make small deformities. >Map the land roughly, only the big rivers and such things. >Print map of random Earthlike world.. > >Sorta simplified but I think it'd work. > >Things like land percentage, world size, gravity (or link it directly to >size), number of 'phenomenon', tiny plates, hot spots, etc..(sorta like >turning disasters on in Sim City...:) ) > >Then output the map in a graphic (human form) and a computer readable map as >well (for a later program to map any specific part in great detail). > >Please send and/or post any ideas/suggestions etc. > >-- > >Clayten_Hamacher@Mindlink.bc.ca Land of the rising snow. Look at SimEarth for an example. Also there is an archive site for this kind of stuff ... you may want to check out the rec.games.frp.archives FAQ for the location. I remember plate tectonic code and several other goodies that could be adapted. -- Bert Medley | HOUNIX: bmedley@hounix.org 2476 Bolsover #293 | Work: medley@synercom.hounix.org Houston TX 77005 | Home: bert@medley.ssdl.com
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