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Steps:
 
Steps:
  
# Generate uniform random points on the sphere
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# Generate uniform random points on the sphere.
# Run [Lloyd's algorithm http://en.wikipedia.org/wiki/Lloyd%27s_algorithm] on it about 30-50 times with the right metric ([great circle distance http://en.wikipedia.org/wiki/Great-circle_distance]).
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# Run [http://en.wikipedia.org/wiki/Lloyd%27s_algorithm Lloyd's algorithm] on it about 30-50 times with the right metric (see: [http://en.wikipedia.org/wiki/Great-circle_distance great circle distance], [http://en.wikipedia.org/wiki/Spherical_trigonometry#Area_and_spherical_excess area of triangles and polygons on a sphere], [http://stackoverflow.com/questions/19897187/locating-the-centroid-center-of-mass-of-spherical-polygons getting the centroid of a polygon on a sphere]).
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# Generate the Voronoi triangulation for the point set; these are the areas.
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For some non-uniformity, possible algorithm:
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# Randomise parts of the boundaries as per the [http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ polygon map generation article].
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ToDo:
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# Random heighmap generation on the sphere (procedural planet?)
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# Moisture
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# Temperature
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# Evapotranspiration
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# Decide on biomes based on that
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# Rivers (& lakes) based on precipitation
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Idea: Sub-biomes per area? Possibly too much work and too little effect to bother
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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)

Aktuelle 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:

  1. Generate uniform random points on the sphere.
  2. 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).
  3. Generate the Voronoi triangulation for the point set; these are the areas.

For some non-uniformity, possible algorithm:

  1. Randomise parts of the boundaries as per the polygon map generation article.

ToDo:

  1. Random heighmap generation on the sphere (procedural planet?)
  2. Moisture
  3. Temperature
  4. Evapotranspiration
  5. Decide on biomes based on that
  6. Rivers (& lakes) based on precipitation

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)