DigitalLibrarian / VS2013Projects

DF/CDDA inspired content driven simulator
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Basic Procedural Generation #10

Open DigitalLibrarian opened 7 years ago

DigitalLibrarian commented 7 years ago

Everything in the universe should be created in interesting variety. Somethings like terrain and structures might be very complex and interesting generation code, other things like picking agents will be more contextual and data-driven.

The plan is use to perlin noise generators with parameterizable values to generate as much of as possible. For what is left over, we can hand craft parameterizable generators. Ultimately everything will be persisted, so it can be manipulated externally as well.

Testbed for the proc gen stuff should include a set of screens that can be reused to generate worlds dynamically during gameplay.

DigitalLibrarian commented 7 years ago

Bit-masking for meaningful tile painting :

http://gamedevelopment.tutsplus.com/tutorials/how-to-use-tile-bitmasking-to-auto-tile-your-level-layouts--cms-25673

DigitalLibrarian commented 7 years ago

Fractal landscape generation - https://en.wikipedia.org/wiki/Fractal_landscape

That looks totally do-able once we have #4

DigitalLibrarian commented 7 years ago

Procedural generation configurations are going to have to be persisted #5

DigitalLibrarian commented 7 years ago

Currently ISiteFactory objects are injected that are given the site index when they ask for a new site to be generated. That site index can be used as input to the noise system.