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Article #703Map generation algorithms
From: Mark S. Wyman
Date: Thu, 13 Aug 1992 16:53
Date: Thu, 13 Aug 1992 16:53
36 lines
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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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Newsgroups: rec.games.programmer 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> Sender: news@rtsg.mot.com Nntp-Posting-Host: opal8 Organization: Motorola Inc., Cellular Infrastructure Group Distribution: na Date: Thu, 13 Aug 1992 16:53:58 GMT Lines: 36