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Article #703

Map generation algorithms

#703
From: Mark S. Wyman
Date: Thu, 13 Aug 1992 16:53
36 lines
1615 bytes
What algorithms do others use for map generation?  I
am working on a wargame and I am adding an option
for the player to either load a map created via my
map maker or to have the computer randomly create a
map.

I have read various posts and I am looking into an
approach using probability tables.  I am currently
asking the original poster if I can repost his
message.  

Some things an  algorithm should probably handle :
  Variable terrain levels.
  Various water depths.
  Level/Depth transitions.    
  Various terrain features like forests etc.
  Road generation
  River generation
  Urban area generation

The way I was think of generating the map was using
multiple passes.
  - Generate just land and water levels.
  - Generate the transitions.  I.e. add coastlines,
    changes in terrain levels, and changes to water depths.
    This would entail various "tiles" for each type of
    level/depth transition.
  - Generate rivers.
  - Generate roads.
  - Generate the terrain features.  Add forests either
    randomly in clusters or near rivers or coastlines.
  - Generate urban centers.  Probably near roads and
    rivers.

Let me know what you think,
Mark Wyman
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Path: arc1-ca.pugleaf.net!sparky!uunet!ftpbox!mothost!white!sapphire.rtsg.mot.com!opal8!wyman
From: wyman@rtsg.mot.com (Mark S. Wyman)
Subject: Map generation algorithms
Message-ID: <wyman.713724838@opal8>
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Organization: Motorola Inc., Cellular Infrastructure Group
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Date: Thu, 13 Aug 1992 16:53:58 GMT
Lines: 36