I've read a lot about it, but most of it didn't seem to make much sense, and the "lot" wasn't that big (google didn't find many relevant things..)
if someone knows a good site/text I would be happy to hear it
[general algorithms] random map generating
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I once put my mind on that, this is how I would handle it:
I'd use prestored bits of map data and 'merge' them together
You could decide a 'main theme' and have multiple map bits in multiple categories (stuff from the same category won't match together but from different categories they would all match)
So say you have these categories:
though... maybe I'll just try some googleling...
EDIT:
Tried "random map generation"
I'd use prestored bits of map data and 'merge' them together
You could decide a 'main theme' and have multiple map bits in multiple categories (stuff from the same category won't match together but from different categories they would all match)
So say you have these categories:
- North border (3 map bits)
- East border (4 map bits)
- South border (2 map bits)
- West border (5 map bits)
- Middle part (3 map bits)
though... maybe I'll just try some googleling...
EDIT:
Tried "random map generation"
- http://www.cs.unimaas.nl/m.ponsen/downl ... an_map.ppt I hope you like powerpoints
- http://forum.java.sun.com/thread.jspa?t ... ID=2119570 Has some links, also alogritm bits of some sort
- And moremoremoremore... 3,150,000 to be exact
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- Calc King
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Google wasn't very cooperative, most links were crap
note: it's about RTS maps
Anyway, if I get you right, you're suggesting this:
Have some data describing some map elements, then stick a few onto the map
ok, well, I would add a few things to that:
Some terrain analyzing to make sure resources etc are properly spread (neither too far apart nor too close together) and that you can move from most areas into most others (it wouldn't do to completely separate a group of players from an other).
How about calculating some influence maps for resources when the map is generated? The AI will need them anyway, and they sound like a good way to balance resources across the map - reject the map if it is too unbalanced (huge concentrations in a few places etc)
Of course I could be terribly wrong..
edit: So far the best things I've read were:
http://www.cs.unimaas.nl/m.ponsen/downl ... an_map.ppt
http://www.gamasutra.com/features/gdcar ... tinger.doc
note: it's about RTS maps
Anyway, if I get you right, you're suggesting this:
Have some data describing some map elements, then stick a few onto the map
ok, well, I would add a few things to that:
Some terrain analyzing to make sure resources etc are properly spread (neither too far apart nor too close together) and that you can move from most areas into most others (it wouldn't do to completely separate a group of players from an other).
How about calculating some influence maps for resources when the map is generated? The AI will need them anyway, and they sound like a good way to balance resources across the map - reject the map if it is too unbalanced (huge concentrations in a few places etc)
Of course I could be terribly wrong..
edit: So far the best things I've read were:
http://www.cs.unimaas.nl/m.ponsen/downl ... an_map.ppt
http://www.gamasutra.com/features/gdcar ... tinger.doc
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- Calc King
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