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Procedurally Generating Islands (2017) (plaxdev.wordpress.com)
77 points by cursorial on Sept 8, 2018 | hide | past | favorite | 8 comments


Wow, this whole website is great, thanks for posting this! The frontpage post is currently "Naive City Generation" - https://plaxdev.wordpress.com/2017/09/11/naive-city-generati...

Reminds me of a great stack exchange post, "What are some ideal algorithms for Rogue-like 2D dungeon generation?", although the popular algorithms for dungeons and the like always seem less seed generated, for some reason.

https://gamedev.stackexchange.com/questions/2663/what-are-so...


IIRC it is so that you do not need to save the entire game world with a save game. You can just use the seed to recreate the world.


I dabbled with terrain generation many years ago. Did the think of using noise, I used midpoint sub-division. Fun times.


Is anyone aware of a generator that uses simulation of geological processes? Volcanic processes, raising/sinking plates, followed by erosion, creating rivers, lakes, elevation/temperature based vegetation?


I'm not, although I'm sure there's something out there like that. Especially in the river generation domain with erosion models applied.

It'd certainly be an interesting project to build.


World Machine does most of that, although not in a gameplay sense.


That sounds like Dwarf Fortress.


Perlin noise is my favourite noise. It's quite awesome what you can achieve with a couple octaves of it.




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