Tagged Questions

A visual representation of a geographic region, showing physical features.

13k views

Level Design Tips [closed]

What are some pitfalls or pieces of good advice when designing levels or maps for a (presumeably 3D but not necessarily) game?
32k views

Random map generation

I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path ...
9k views

Vertical vs horizontal hex grids, pros and cons [closed]

With hex grids, you can choose to arrange the tiles with the pointy sides up, so that you can move along the west-east axis, or you can arrange them with an edge up, so that you can move along the ...
11k 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 ...
16k views

Difference between orthogonal map and isometric map

I am laughing at myself ignorant on this. Google didn't produce an obvious answer. Could someone explain what orthogonal map and isometric map are, and how they are different?
3k 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 ...
9k views

A way to store potentially infinite 2D map data?

I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong). All entity positions ...
4k 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 ...
6k views

When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to ...
2k views

Spherical map representation

My latest game will take place on a small planetoid. I am looking for good data structure for representing cells on the surface of a sphere. Triangles, squares, pentagons, hexagons? Which one ...
26k 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 ...
616 views

How can I detect connected (but logically distinct) bodies of water in a 2D map?

I have a 2D hexagonal grid map. Each hex cell has a height value used to determine if it's water or ocean. I'm trying to think of a good way to determine and label bodies of water. Oceans and inland ...
2k 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 ...
885 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 ...
5k 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 ...
10k views

Entity Component Systems with C++ - Accessing components

(What I'm describing is based on this design: What is an entity system framework?, scroll down and you'll find it) I'm having some problems creating an entity-component system in C++. I have my ...
5k views

Creating a 3D map for XNA?

Is anyone aware of a nice 3D map tutorial (how to import and use the map) using XNA without any engine but not limited to an external application (like Tiled for 2D maps) ? I did a search arund here ...
2k views

How do you handle uneven tiles while rendering a tile map?

Here is what I want to do with my tile map that I am unsure of. As you can see the top walls are way larger then the bottom and side ones (this is also an issue with my corners which are odd shapes [...
2k views

Where can I find real-world map data for a game?

I want to build a game with a concept similar to Ingress, where the game map is overlaid on a real one. Where can I find map data for an app like that? How (generally) do I integrate my own game ...
3k views

How can I make “falling away” 3D terrain like Animal Crossing?

Animal Crossing has a unique way of scrolling the world map: When the character moves down, the the world rolls around and over at the top, like it's stuck to a cardboard tube: This video shows how ...
4k views

2D Level design/editing/saving questions [closed]

I thought about making a simple 2D Sidescroller game like SuperMario. Then i wondered about how to save, load or create the levels for the game. The first thing i thought of was drawing a simple ...
26k views

Best Way to Create A Map for a 2D Game?

I apologize for the subjective "best" keyword. My friend and I have started creation of a 2D adventure game. It will be top-down in the style of pokemon or zelda (just the perspective). We have been ...
5k views

2D non-tile based map editor [closed]

I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need ...
6k views

How can I generate random maps that feel like Age of Empires II random maps?

I like the way Age of Empires II generate random maps turned out (good variety, decent biome transitions, maps felt random without feeling chaotic), but am struggling to replicate the style. I've ...
522 views

How to divide hex grid evenly among n players?

I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively ...
783 views

2d top-down map: normalisation or not?

I am an absolute beginner with game programming, should this question be poorly formulated, be aware it was not sloppiness by my side, but lack of game programming experience. The game I am planning ...
7k 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 tiles....
2k views

'Zoning' up areas on a large tile map, as well as dungeons

My game is having a map like that of Minecraft, in the way it's pseudoinfinite and randomly generated. And big. Say the user has explored a 1000x1000 zone (2D here), so that's 1,000,000 tiles. ...
1k views

Generate equal regions in a hex map

Taking for example large (X by Y) hex map, how can I divide the map into N regions of connected hexes to simulate countries? The goal is to generate a hex map that looks like a real life map with ...
815 views

Represent planet surface in 2d

I'd like to make game, where one part is managing planet (building cities, factories, roads, etc.) but I'd like to avoid 3D - only what I want is nice 2d. But if I represent planet's surface as a grid,...
945 views

RTS on a 3D map e.g. a globe

How can you 'tile' a 3D globe if your existing artwork and maps are simple 2D grids? Are there approaches that can re-use much of the artwork and such?
3k views

Lighting in a Minecraftian World

Minecraft is a game that is largely based on a heightmap and uses that heigtmap information to flood the world with light. From my understanding the highest point in the heightmap is the end of the ...
937 views

How to manage dependencies between tile map and units

I have a 2D tile-based strategy in the works. I'm wandering how to handle the relationship between the map and the units on the map. Given a tile coordinate I'll need to be able to get the unit ...
757 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% ...
478 views

Data Structure to Represent Connections Between Countries on a Map

In a game I'm developing for a client a key game concept involves moving around on a map. In this case the sizes and shapes and such of the various countries are irrelevant: moving from one country to ...
350 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 ...
659 views

.PNG tiles to .PNG map

I was wondering how I can get my 110+ .png map tiles conveniently into a 1:1 pixel ratio size map .png. Ive been scrolling through google and such, and the forum's for the free ware game that I am ...
700 views

Common pattern to scale “real units” to pixels?

This is a follow-up question to this other one. I would like to know if there is a common/typical/best pattern to scale my representation of the world (currently 160Kmx160Km) to fit it to the drawing ...
3k views

2D Top down view maps

I was wondering how this works. Do you load the complete map when the game starts up, or do you load parts of the map at runtime? And how would you save the maps? Would it be in XML or some binary ...
10k views

Whole map design vs. tiles array design

I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using ...
410 views

What's the purpose of layers in map editors?

I have a question regarding map editors, like Tiled, for example. I am currently making my own map editor, and I wondered if someone could explain to me what is the purpose of layering in tiled for ...
4k views

How do I rotate a structure of hexagonal tiles on a hexagonal grid?

My 2D isometric game uses a hexagonal grid map. In reference to the image below, how do I rotate the light blue hexagon structures by 60 degrees around the pink hexagons? EDIT: Main hex is (0,0). ...
938 views

How a 3D game map is stored and handled

I'm a programmer but have not yet developed any games. I have played various 3D games and always wondered how the Map of the field is stored and rendered. I know some acceleration card is a ...
1k views

Routes on a sphere surface - Find geodesic?

I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new....
1k 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 ArrayList<Room&...
2k views

How to efficiently store and display a tile map on the web?

About These are actually two questions in one. First of all I am looking for a way to efficiently store large amounts of tile data. The other aspect deals with querying the data set and displaying ...
404 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 ...
2k views

Custom extensible file format for 2d tiled maps

I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how ...