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Procedurally Generating Islands (2017)
- thewizardofaus 8y agoPerlin noise is my favourite noise. It's quite awesome what you can achieve with a couple octaves of it.
- bopbop 8y agoWow, this whole website is great, thanks for posting this! The frontpage post is currently "Naive City Generation" - https://plaxdev.wordpress.com/2017/09/11/naive-city-generation/ https://plaxdev.wordpress.com/2017/09/11/naive-city-generati... Reminds me of a great stack exchange post, "What are some ideal algorithms for Rogue-like 2D dungeon generation?", although the popular algorithms for dungeons and the like always seem less seed generated, for some reason. https://gamedev.stackexchange.com/questions/2663/what-are-some-ideal-algorithms-for-rogue-like-2d-dungeon-generation https://gamedev.stackexchange.com/questions/2663/what-are-so...
- nsomaru 8y agoIIRC it is so that you do not need to save the entire game world with a save game. You can just use the seed to recreate the world.
- DEADBEEFC0FFEE 8y agoI dabbled with terrain generation many years ago. Did the think of using noise, I used midpoint sub-division. Fun times.
- beders 8y agoIs anyone aware of a generator that uses simulation of geological processes? Volcanic processes, raising/sinking plates, followed by erosion, creating rivers, lakes, elevation/temperature based vegetation?
- cursorial 8y agoI'm not, although I'm sure there's something out there like that. Especially in the river generation domain with erosion models applied. It'd certainly be an interesting project to build.
- kayamon 8y agoWorld Machine does most of that, although not in a gameplay sense.
- LyndsySimon 8y agoThat sounds like Dwarf Fortress.