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Article #1278

Re: Algo Req: World Gen

#1278
From: Bryan Miller
Date: Wed, 30 Sep 1992 15:02
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In article <1992Sep30.124934.23588@wuecl.wustl.edu>, ce@wuee1.wustl.edu (Chris Eberhardt) writes:
|> Anyone have any ideas and/or algorithms to create worlds similar to the 
|> ones generated by the game Civilization.  Possibly a little more
|> intelligent in the sense that it could create mountain ranges rather
|> than the seemingly random placement of terrain in Civ.
|> 
|> My current plan to do the land masses it to generate a random number
|> of circles of random size and then make a second pass through to
|> alter the perimeters and make them not so perfect looking.
|> 
|> Any assistance would be appreciated.
|> 
|> chris eberhardt
|> ce@wuee1.wustl.edu

Check out the code for world generation in Empire. It does some
pseudo-realistic volcanic creation of the land to create mountians,
flats, water, mineral deposits, etc. There's a few constants you
can tweak to get proportions/probabilities you like.

Grey
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References: <1992Sep30.124934.23588@wuecl.wustl.edu>

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Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!uknet!stl!bnrgate!bcars267!bnr.ca!grey
From: grey@bnr.ca (Bryan Miller)
Newsgroups: rec.games.programmer
Subject: Re: Algo Req: World Gen
Message-ID: <1992Sep30.150247.12210@bnr.ca>
Date: 30 Sep 92 15:02:47 GMT
References: <1992Sep30.124934.23588@wuecl.wustl.edu>
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