Tagged Questions
3
votes
1answer
103 views
Help understanding Simplex Noise
Introduction
This is less of a "how to" on using 2D simplex noise and more of a quest to understand what is happening both in the math and visually. I would rather not copy and paste the code I've ...
13
votes
2answers
711 views
Partially observable game map — is A* appropriate?
I know very little about game development and I'm trying to wrap my head around pathfinding algorithms.
Consider this setup: an agent is on a 2D map and must find the shortest path to a globally know ...
6
votes
2answers
233 views
Algorithm to select all cells inside rooms/regions
I have a 2d game map consisting of several 'rooms'
For example, here is a 2D map grid: (Brown cells = wall tiles)
If I click on a tile (that isn't brown), I would like to obtain an array of all ...
2
votes
1answer
361 views
2D/Isometric map algorithm
First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I ...
6
votes
3answers
921 views
isometric drawing order with larger than single tile images - drawing order algorithm?
I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles.
This creates a ...
1
vote
1answer
324 views
Generating random tunnels
What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as ...
4
votes
3answers
1k views
Road / river generation on 2d grid map
This is a newbie question, but here it goes:
My map is a 2d grid, and I want to generate roads and rivers. The route from the starting to ending point must not be the optimal route in number of ...
9
votes
5answers
522 views
Increasing the probability for similar tiles to generate next to each other
I'm working on a tile map system, which insofar looks like this (green is grass, air is white, stone is grey, and blue is water):
It uses a simple random number generator so that there's a 45% ...
27
votes
4answers
2k views
Is there an algorithm to detect the “mainland” on a 2D map?
On this map, the "mainland" is all the land that can be connected to the center of the map in the four cardinal directions (north, south, east, west -- not diagonally).
I would like to detect the ...
5
votes
1answer
2k views
Generate islands/continents with simplex noise
Managed to get something like this using a simplexnoise port i made from the original javacode to php:
Used some tips from other post:
Understanding Perlin Noise
basically, lowered the frequency ...
2
votes
1answer
356 views
Help me to fine tune my diamond-square algorithm
Check this map i generated:
I seeded a sine wave to act as a mountain range. The lower portion of the sine wave looks fine, but the upper side is thin, the algorithm did not do its magic there ...
5
votes
2answers
485 views
How could I improve this random map?
following my previous post on random world map generation, I used several algorithms and obtained results similar to this: http://i.imgur.com/CKL2R.png (the height values are quantisied for viewing ...
11
votes
3answers
7k views
How can I create a random “world” in a tile engine?
I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this?
The procedural generation algorithms I have ...
2
votes
5answers
459 views
How to model irregular boundary of a 2D map in Game?
I am creating a map in a game, the map contains different countries, my question:
Q. How to model the irregular boundary of each countries? How to do quick country searching if I click on the map ...
4
votes
2answers
1k views
Control diamond square algorithm to generate islands/pangea
I generated a height map with the diamond square algorithm. The thing is i do not manage to create islands, this is, restrict the height other than water level range to a certain value in the center ...