In many open world games, there are several ways to limit them. From original ones such as Desynchronisation(Assasins' Creed) to invisible walls. What are the most common ways to close open worlds?
I have a world that I'm starting to contemplate modeling. Initially I was going to track variables, but then realized that I have at a large number of variables that affect each "tile" and then there ...
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 ...
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 ...
First I'm going to give you my current situation and explain what I'm attempting. I will then pose my question below. I will attempt to include a "TL;DR" for those of you who prefer things to be ...
here is the world map (randomly generated) for a game I'm making: The green rectangle corresponds to the size of one screen. Each pixel represents 3x3 tiles in my game, this makes the whole map be ...
Techniques for mapping “nodes” and paths between nodes in a world space that extends in three dimensions
I'm trying to create a travellable map/world. I want to model able-to-be-occupied nodes/tiles/locations and allowed paths between them to create a space infinitely able to be built upon in all ...