- Joined
- Aug 7, 2013
- Messages
- 1,338
Hi,
What is the standard way to generate random terrain over some quadrilateral which has to match a given set of constraints.
Ideally I'm looking for a library that does this:
1. I give it the coordinates of some rect
2. I pass it the terrain textures/tiles and any other doodads/destructibles I want placed
3. I pass it a set of constraints over all the textures/tiles/doodads. Some constraints have to always be true, while others cannot be violated.
Example: "Don't put a sand tile adjacent to a snow tile" or "Always have X number of disjoint areas with forests of some thickness W."
I've read a lot on terrain deformations causing desyncs, so probably won't have those in it. This comes at a cost of the terrain being a bit bland, but better than risking the whole game getting desynched.
Here is example from the GBC DWM2, where a major feature of the game was the generation of many random worlds that featured their own tileset, color of water, trees, mountains, randomly placed towns, etc. I am trying to create that sort of thing.
Besides the worlds coming in different flavors (e.g. a snow world, a sand world, a grass world, a jungle world), they also get distinct geographical markings. Some worlds (as above) might have a vast open plain. Others might have large mountain ranges covering the islands/main continent that have be traversed.
What is the standard way to generate random terrain over some quadrilateral which has to match a given set of constraints.
Ideally I'm looking for a library that does this:
1. I give it the coordinates of some rect
2. I pass it the terrain textures/tiles and any other doodads/destructibles I want placed
3. I pass it a set of constraints over all the textures/tiles/doodads. Some constraints have to always be true, while others cannot be violated.
Example: "Don't put a sand tile adjacent to a snow tile" or "Always have X number of disjoint areas with forests of some thickness W."
I've read a lot on terrain deformations causing desyncs, so probably won't have those in it. This comes at a cost of the terrain being a bit bland, but better than risking the whole game getting desynched.
Here is example from the GBC DWM2, where a major feature of the game was the generation of many random worlds that featured their own tileset, color of water, trees, mountains, randomly placed towns, etc. I am trying to create that sort of thing.
Besides the worlds coming in different flavors (e.g. a snow world, a sand world, a grass world, a jungle world), they also get distinct geographical markings. Some worlds (as above) might have a vast open plain. Others might have large mountain ranges covering the islands/main continent that have be traversed.