LDiCesare:
How smooth the winds will be depends on how smooth the wind generating function will be. I think a sine function with a small random disturbance should be smooth enough. And if it is not, and interpolation is necessary, at least the interpolation is done only once.
I am thinking of the possible use of winds in the actual game as well as world generation. A ship moving from Spain to the Caribbean by sail should go faster than it will go in the opposite direction, for example. That would require interpolation during gameplay unless all squares already has a wind of their own, and unnecessary computations during gameplay will slow the game down. Perhaps this is a bit off topic for world generation, but I believe it is better to consider this problem/possibility before it arises.
As a side note about WWEWW winds, it is possible with a high pressure very close to a low pressure creating such patterns. But I guess winds involved have to be weak in order for it to be realistic.
Lord God Jinnai:
The ocean filling idea could work, depending on how common land below sea level that is not sea is. It is very rare, except in Netherlands.
Another idea for creating lakes, is to create them at the same time as rivers. Select areas with high altitude and moisture as starting points for a river, and let the river always move to the lowest adjacent square. If there are no adjacent square that is lower than the current square, then create a lake on the current square. Let the river continue from the lake to the lowest adjacent square.
How smooth the winds will be depends on how smooth the wind generating function will be. I think a sine function with a small random disturbance should be smooth enough. And if it is not, and interpolation is necessary, at least the interpolation is done only once.
I am thinking of the possible use of winds in the actual game as well as world generation. A ship moving from Spain to the Caribbean by sail should go faster than it will go in the opposite direction, for example. That would require interpolation during gameplay unless all squares already has a wind of their own, and unnecessary computations during gameplay will slow the game down. Perhaps this is a bit off topic for world generation, but I believe it is better to consider this problem/possibility before it arises.
As a side note about WWEWW winds, it is possible with a high pressure very close to a low pressure creating such patterns. But I guess winds involved have to be weak in order for it to be realistic.
Lord God Jinnai:
The ocean filling idea could work, depending on how common land below sea level that is not sea is. It is very rare, except in Netherlands.
Another idea for creating lakes, is to create them at the same time as rivers. Select areas with high altitude and moisture as starting points for a river, and let the river always move to the lowest adjacent square. If there are no adjacent square that is lower than the current square, then create a lake on the current square. Let the river continue from the lake to the lowest adjacent square.
But every day its getting more in the direction of a useable model. Thanks for the comments everyone!
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