Spieldesign - Random geo-strategic map: Unterschied zwischen den Versionen

Aus Notebook
Zur Navigation springen Zur Suche springen
 
Zeile 18: Zeile 18:
 
# Evapotranspiration
 
# Evapotranspiration
 
# Decide on biomes based on that
 
# Decide on biomes based on that
 +
# Rivers (& lakes) based on precipitation
  
 
Idea: Sub-biomes per area? Possibly too much work and too little effect to bother
 
Idea: Sub-biomes per area? Possibly too much work and too little effect to bother
  
 
Requirenments: Has to be able to generate about 100k areas (that's 5100 km² per area on Earth-sized planet, about the size of Brunei. Russia = 3217 areas, EU = 859, Germany = 68)
 
Requirenments: Has to be able to generate about 100k areas (that's 5100 km² per area on Earth-sized planet, about the size of Brunei. Russia = 3217 areas, EU = 859, Germany = 68)

Aktuelle Version vom 8. Juli 2014, 13:41 Uhr

Generation of a random geo-strategic map with a given amount of areas and average connectivity approaching six for large amount of areas (randomised hex placement).

Steps:

  1. Generate uniform random points on the sphere.
  2. Run Lloyd's algorithm on it about 30-50 times with the right metric (see: great circle distance, area of triangles and polygons on a sphere, getting the centroid of a polygon on a sphere).
  3. Generate the Voronoi triangulation for the point set; these are the areas.

For some non-uniformity, possible algorithm:

  1. Randomise parts of the boundaries as per the polygon map generation article.

ToDo:

  1. Random heighmap generation on the sphere (procedural planet?)
  2. Moisture
  3. Temperature
  4. Evapotranspiration
  5. Decide on biomes based on that
  6. Rivers (& lakes) based on precipitation

Idea: Sub-biomes per area? Possibly too much work and too little effect to bother

Requirenments: Has to be able to generate about 100k areas (that's 5100 km² per area on Earth-sized planet, about the size of Brunei. Russia = 3217 areas, EU = 859, Germany = 68)