Quote:
lch said:
Which is why I'm not really interested in anything where the source isn't being released. Projects die because people commit their time to other things, that's normal. But it would be good if somebody who wants to tackle the problem can have a look at how it was done before, even if just as a reference, instead of re-inventing the wheel yet again. This seems to happen rather often with things here, though.
What I'm putting my money on right now is the announced map generator from Snoddasmannen. As I wrote before, I have some code bits and pieces myself, but I lack the time and commitment to come up with a finished end product, so I'd rather code dive into finished work from somebody else.
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If I make a RMG, I'll definitely release the source.
Though I'm not sure how easy it would be to dive into it, what with no comments, and no programming skill on my part

Maybe you can drown in it
I meant to write this RMG because I wanted to contribute to the whole community, so releasing the source seems obvious to me (otherwise, how would maccers and linuxers enjoy this? And what if someone wanted to do something with it after I'm gone?)
Re: Gandalf's last post
I see what you mean, this is partly why I wanted to make the thing in several pieces, so that you could use only as much of it as you wanted.
Re: Gandalf's previous post
That's an interesting point, though I was thinking it might take hours (not days) if you plan on making many maps with many options.
The reason being that there might be a whole lot of different settings to mess with*, on the generation part and on the image creation part. (as well as the border drawing part, though that's just an on/off thing).
Which is also why I wanted to separate the different stages, so that if you find a map you really like from the generator, but don't like the textures used, you could just rerender the map without generating a whole new map, or maybe you don't like how I draw the borders, so you want a borderless version.
*-for example, per request, you might be able to:
1) Change the amount of "maps" generated (and by that I mean the precipitation and height map I previously exlained)
2) Change the correlation between each terrain type and maps (so you could decide map3 governs mountains.
3) Change the different thresholds for each terrain type (increase the range of heights that correspond to mountains to make a more hilly map)
4) Change the roughness of each map (for a more "shotgun" look, or a more smooth look)
5) Change the colors of each combination of terrain types
6) Change the textures of each terrain type (like different images for mountains)
So if you want a truly varied array of maps, you are going to conjure up a
lot of maps. (even if each previously listed example was just a binary choice, you would still end up with 2^6 = 64 maps for each size category.)
EDIT: I was writing this while the very latest post from Gandalf wasn't there yet :S
EDIT 2: Yeah, I don't remember an announcement from Snoddasmannen either :S