this post was submitted on 20 Oct 2023
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Procedural Generation

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A community to discuss and share anything procedural generation related, for example game worlds and assets, or simulations whether scientific or ludic.

From Wikipedia:

Procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.

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Hi,

I want to do a large (very large, think about 50k x 50k) hex world map... I want something like the hexmap made here: https://github.com/eranimo/hexgen (excellent generator, btw). I know I can use a noise function to obtain most of this (like heightmap, temperatures, moisture, etc.), but I know the x,y approach and noise has limitations when one wants to work by zones (for example, to make rivers or design zones like this is more mountains, this is a lakes zone, etc.) as explained here: https://www.redblobgames.com/maps/terrain-from-noise/

does someone knows how can I overcome this problem ?

thanks !

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[–] [email protected] 2 points 8 months ago (1 children)

You can infer the zones from noise parameters. For example:

  • desert: temperature > x, precipitation < y
  • mountain: height > x
  • meadow: x < height < y, x < temperature < y, precipitation > x
[–] [email protected] 3 points 8 months ago (1 children)

yes, I know that :) What I want is a way to make, for example, rivers that traverses more than one "cell". Or to force a mountain range.

[–] [email protected] 2 points 8 months ago

You could achieve that by altering the noise result. For example to get a mountain range, just raise the landscape. Making the river continue is a bit more complicated but could boild down to the same.

So the problem could be solved by finding a way to store modifications to the noise, in an infinite grid. Which would be nice anyways, for examle to store player modifications.

If someone knows a solution, please @tag me!