mk..i think this is my first post in this forum...so be gentle
Anyway, lot's of civ-projects here, and i guess most, if not all, support random map generation. (i only skimmed through a few posts)
What i'm wondering about is, what algorithms do you use for your maps?
And do you also generate rivers, if so, how does your algorithm work?
I've written my own hex-based implementation of the mid-point division algorithm, there are still some glitches due to constraints i put on it (i want it to be an island, always), but the overall terrain is generated nicely. I also added river generation algorithm, which is basically a depth-first search, starting with a peak, and following the lowest tile next to it untill it either encounters a valley (a tile with no lower bordertile) or the sea.
two older screenshots:
White tiles are peaks, yellow tiles are beaches, blue is water, green is land. Darker color means higher/lower altitude (depends on tile type: water or land)
Anyway, lot's of civ-projects here, and i guess most, if not all, support random map generation. (i only skimmed through a few posts)
What i'm wondering about is, what algorithms do you use for your maps?
And do you also generate rivers, if so, how does your algorithm work?
I've written my own hex-based implementation of the mid-point division algorithm, there are still some glitches due to constraints i put on it (i want it to be an island, always), but the overall terrain is generated nicely. I also added river generation algorithm, which is basically a depth-first search, starting with a peak, and following the lowest tile next to it untill it either encounters a valley (a tile with no lower bordertile) or the sea.
two older screenshots:
White tiles are peaks, yellow tiles are beaches, blue is water, green is land. Darker color means higher/lower altitude (depends on tile type: water or land)
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