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Article #1278Re: Algo Req: World Gen
From: Bryan Miller
Date: Wed, 30 Sep 1992 15:02
Date: Wed, 30 Sep 1992 15:02
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1394 bytes
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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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> Sender: news@bnr.ca (usenet) Reply-To: grey@bnr.ca (Bryan Miller) Organization: Bell-Northern Research Ltd. Lines: 21 Nntp-Posting-Host: bmerh9ad