Yearly Archives: 2015
Most of what I’ve done today got thrown away… That’s a sad thing that sometimes happens in development… I did a lot of experiments with the lake generation code, and I finally found something that I think actually works, by playing around with the parameterization of the algorithm… Since this whole process is taking about […]
This is taking much longer than I wanted… Although I’m closer (and just found out I’m doing a lake every 4 cells), it’s still not good enough, the water doesn’t follow enough: The brightest points are the lake spawn points, but the water dies down too fast… I could do more iterations, but this takes […]
The results still aren’t looking good… The current algorithm is to fill a cell with a large value and then apply a kind of blur filter on the map, being selective on the heights (so we don’t use the value from low terrain to change higher cells). The problem is that there seems to be […]
Working on a lake system, and results are less than optimal… Currently, I’m looking for a suitable place for a lake in the river, and then using a flood-fill algorithm, but something is going terribly wrong on it: So, the lava here shows the places where a “lake” tile is being placed, and the height […]
I had a small kitchen accident and I cut one of my fingers, so I’m having a lot of difficulty coding and writing… So I decided to try something way different: actually playing the game and tweaking weapon parameters… This is actually something I should be doing more often, since it’s such an important part […]
This took a bit longer than expected, mainly because I spent a lot of time tweaking the A* parameters to get more natural rivers, but the rivers now are “flat”, they only go down… The way the river akeis created also enables me to do some additional stuff, like making the flow geometry in the […]
In my research into rivers, I’ve found another option that’s yielding interesting results: use pathfinding… Basically, I just identify a source for the river and then try to leave the map area, weighing the results like in pathfinding (for example, better cost for downhill)… The results are much better than the previous system: Then I […]
Today I did a lot more water experiments, trying out different ways to make the rivers… The results weren’t very good… Either I have very short rivers (because the water doesn’t have anywhere to go) or I have flooding (the most common result): I’ve even tried approaching it based on sedimentation and erosion, but the […]
I’m trying out using a cellular automata in creating the river courses… The results work great to make lakes, but not rivers: Here you can see the iterations of the automata: The problem it seems to be that the current algorithm checks for each grid element if a neighbor has water in it, and if […]
Started work on the new river system… The current rivers are just a line lowering the terrain and replacing the voxel material: It has a lot of bugs (floating rivers, but that could be sorted), but it’s impossible to animate (especially because it doesn’t have an actual direction) and it doesn’t actually look like a […]