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From: Ed Snyder <figlet@iglou.com>
Subject: Re: A smarter random map generator...HELP!
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Date: Tue, 18 Mar 1997 12:52:09 GMT
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>Ed Snyder (figlet@iglou.com) wrote:
>:
>: (description of terrain generation deleted)
>:

>   That sounds fairly straightforward, Ed.

>: My problem is this: It plots a hex and then plots a circle of hexes around
>: the initial hex, checking to make sure a hex hasn't already been plotted
>: there. On the smaller maps this has a nice effect. Land and water masses
>: look good. However, on the large scale maps it looks like a bunch of spots.
>: I want to add a setting (that the user can set) for creating a better
>: organized cluster of terrain. Something like islands and continents, but
>: the shape and size of each determined randomly.
>:
>: So, what would be the best way (in C or C++) to accomplish this???
>:

>   You could do a lot of things.  Make the % chance of a given hex having
>a given type of terrain fall off linearly with its distance from the center
>hex.  This will give you splotches with irregular patches.

Ok.

>   You could also (though you'd have to rework your approach) take a more
>"world building" approach and try to do things kinda the way Earth got
>built--put up mountains and seas (water), figure out where rivers should
>be, put forests along the rivers and big empty grasslands and deserts
>in the middle of larger land masses.  Etc.

This is what I'm looking for! The "smarter" way. :)

>   You might also want to check out my software solutions page (address
>below).  Neil Kirby put up a terrain generation utility that you might
>wish to take a look at.

Great! Thanks, I'll check it out!

--
--

          "The body may be dead, but the soul lives on."

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<tsb>

