Spieldesign - Random geo-strategic map: Unterschied zwischen den Versionen
Zur Navigation springen
Zur Suche springen
| Zeile 20: | Zeile 20: | ||
Idea: Sub-biomes per area? Possibly too much work and too little effect to bother | Idea: Sub-biomes per area? Possibly too much work and too little effect to bother | ||
| + | |||
| + | Requirenments: Has to be able to generate about 100k areas (that's 5100 km² per area on Earth-sized planet, about the size of Brunei. Russia = 3217 areas, EU = 859, Germany = 68) | ||
Version vom 8. Juli 2014, 13:41 Uhr
Generation of a random geo-strategic map with a given amount of areas and average connectivity approaching six for large amount of areas (randomised hex placement).
Steps:
- Generate uniform random points on the sphere.
- Run Lloyd's algorithm on it about 30-50 times with the right metric (see: great circle distance, area of triangles and polygons on a sphere, getting the centroid of a polygon on a sphere).
- Generate the Voronoi triangulation for the point set; these are the areas.
For some non-uniformity, possible algorithm:
- Randomise parts of the boundaries as per the polygon map generation article.
ToDo:
- Random heighmap generation on the sphere (procedural planet?)
- Moisture
- Temperature
- Evapotranspiration
- Decide on biomes based on that
Idea: Sub-biomes per area? Possibly too much work and too little effect to bother
Requirenments: Has to be able to generate about 100k areas (that's 5100 km² per area on Earth-sized planet, about the size of Brunei. Russia = 3217 areas, EU = 859, Germany = 68)