Tagged Questions
3
votes
0answers
112 views
Legality, implementation, and viability of using the BSP map format in a procedurally generated XNA game?
First off, this is not a "which technology should I use" type of question, but rather a question about the viability (And legality, and how to implement) BSP maps into an XNA game.
The legality part ...
-1
votes
2answers
167 views
Lwjgl Random 2D Map Generation [closed]
First time poster here. I am somewhat (as in mid - low, closer to mid) experienced with Java but I seem to be having some trouble. I'm using the lwjgl library to make a "2D Minecraft-esque" game. ...
8
votes
2answers
438 views
Random Zelda-style map generation
Im trying to randomly generate a map of rooms connected by doors, and I've succeeded in generating one using this code:
public void generate(GameContainer gc) {
rooms = new ...
1
vote
2answers
334 views
How do I generate a 2d grid-based map without screwing it up?
I'm relatively new to the mechanics of game development - catching up fast, but there are still some things that escape me. For example: generating a fully-accessible map on a 2d grid.
See the ...
0
votes
1answer
87 views
Transmit map vs Transmit seed
Given a map created with procedural generation algorithms, should the server transmit the seed used to generate this map (so client must contain the same algorithm) or maybe send all the information?. ...
24
votes
3answers
1k views
Algorithms for rainfall + river creation in procedurally generated terrain
I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like ...
4
votes
1answer
513 views
Island Generation Library
Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc.
I've ...
3
votes
1answer
302 views
Is it possible to procedurally place objects in a non-gridded game?
I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid.
I know that you can do this in gridded ...
9
votes
2answers
309 views
What kind of environment is expected in elevated, hot areas?
I'm creating an "exploration" game where the overworld map will be randomly generated.
The biomes are generated using the data given by a "temperature map" , a "humidity map", and an elevation map for ...
14
votes
3answers
1k views
A simple map, four biomes, and how to distribute them
Here's the basic idea: I've got a Rogue-ish, perhaps Dwarf Fortress-ish game, with a randomly generated overworld and several dungeon entrances scattered around it. I already have the dungeons ...
2
votes
2answers
892 views
Different ways to store a 2D map/landscape in XNA
I was looking around at this site about eight months ago and wish I saved the location of this topic but I was wondering the different map rendering styles that you can do in XNA. The one style I ...
5
votes
2answers
483 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 ...
15
votes
3answers
1k views
How can I identify feature regions in a procedurally generated world?
I'm building an Island. I use the classical heightmap solution : with a hill-building function, avoiding the corners of the map, I make altitude. Then, perlin noise give me some climatic variables to ...
4
votes
1answer
380 views
Heightmap generation
I want to implement something like this to create a heightmap: 'Place a group of coordinates evenly across a map, and give them height values within a certain range. Repeatedly create coordinates ...
12
votes
8answers
2k views
How do I create tileable solid noise for map generation?
Hey guys, I'm trying to figure out how to generate tileable fractals in code (for game maps, but that's irrelevant)
I've been trying to modify the Solid Noise plug-in shipped with GIMP (with my ...