Mindwerks / plate-tectonics

A fork of platec http://sourceforge.net/projects/platec/
GNU Lesser General Public License v3.0
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Basic introduction inadequate #25

Open tibor95 opened 9 years ago

tibor95 commented 9 years ago

Hi, I tried the original project - platec (compiled and run it) and then I found this one and as it is newer I would like to try also this one. Only I was not able to run it. To build yes - both C and python, but I dont understand what then.

You might clarify following:

I see the "Running the examples (C++)" and "How to run tests (C++)" section - but no mention how just to "run" it

I found also pybinding/test/test_generation.py but this also did not work

I am interesting to use it for creation of maps for widelands game, I was using fractal method, that is good (comparing to manual creation), but I would also like to try this one. So the output of this would be at least png with height (no fancy colors, just B/W), or the better would be txt file with lines containing (x y height). I presume height 0 is just water.

Tibor

ftomassetti commented 9 years ago

Hi Tibor, thank you for your interest in the project! We are maintaining and evolving the original project (platec) and we have built new things on top of it. I will give you a general overview but please feel free to open issues and ask as many questions as you need.

We took platec and create a library out of it. This library is named plate-tectonics (https://github.com/Mindwerks/plate-tectonics). The library comes with a few examples programs that can be run. See on the README of plate-tectonics for details.

The library provides plate tectonics simulation but we built a far more complete and complex world generator on top of it: it is named WorldEngine and it is available here: https://github.com/Mindwerks/worldengine

WorldEngine uses plate-tectonics but it also consider erosion, winds, rain shadow, etc. it calculates rivers and biomes (deserts, forests, jungles, iceland, etc.). It generates both several kind of maps (for example wind or temperature maps) but also a binary format that can be used for example in games.

On top of WorldEngine we started working on Civs (https://github.com/ftomassetti/civs) which should simulate the evolution of civilizations from small nomadic tribes to empires.

I would be extremely happy to help you use and adapt WorldEngine to your needs, so let me know how I can help!

tibor95 commented 9 years ago

This was pretty fast reaction!

So I am going to test the worldengine and let you know.

Biomes could be very useful to me and could be directly "mapped" to terrains we have in widelands, I believe. And I also wonder how rivers are implemented.

I will let you know

Thanks

I think this issue can be closed

psi29a commented 9 years ago

River sources are brooks. They are where enough rain falls and collects as it moves downhill, once the water can no longer drain properly it forms a brook above ground and keeps on collecting as it goes into streams and eventually rivers.

Rivers flow downhill, pool up (and drain), if overflowing it will find next lowest spot keep flowing downhill, eroding as it goes, until it hits sea-level.

^-- this is how it should be, most of it has been implemented. It requires that there is an available precipitation (rain) and drainage map.

I would like to eventually look into pooling becoming de facto lakes and into geology (density map) which would effect erosion.

tibor95 commented 9 years ago

This is not a big problem now, our current maps has usually only "sea" on altitude 0 - it is mathematically simple and good enough. But I would like to have also lakes, in higher attitudes then 0.

Another idea/question - is underground water somehow specified on the map? Our game has it and wells also, so it would be sweet if underground water matched biome or vicinity of sea/lake. But this is only idea, Right now I am after surface (height map) mainly...

ftomassetti commented 9 years ago

Currently we do not have underground water (am I right @psi29a ?) but it would be cool to have it in the future. I really hope WorldEngine could be helpful for your game so I would be very happy to help you in any way :)

tibor95 commented 9 years ago

I can use precipitation map for underground water - this is good enough for our game. Or somehow consider the temperature and elevation also, but this is really not most important aspect.

2015-06-13 15:29 GMT+02:00 Federico Tomassetti notifications@github.com:

Currently we do not have underground water (am I right @psi29a https://github.com/psi29a ?) but it would be cool to have it in the future. I really hope WorldEngine could be helpful for your game so I would be very happy to help you in any way :)

— Reply to this email directly or view it on GitHub https://github.com/Mindwerks/plate-tectonics/issues/25#issuecomment-111710071 .

psi29a commented 9 years ago

You should look at drainage, as that indicates how readily the water can be absorbed into the ground. Higher the value, the faster the absorption... the water has to collect somewhere. So this could be an indication where there is high amount of rainfall, and high drainage that an underground aquifer could appear.

This is just an idea, currently we don't do anything under the heightmap (terrain), for now. ;)

tibor95 commented 9 years ago

drainage? this is something different that precipitation? I am going to investigate that "*.world" files, I will see what kind of data are there...

But as I said I am after shape of lands foremost. To get some idea what we have now in widelands you can look here:

https://wl.widelands.org/maps/?page=1

Some of my maps was generated by fractal algorithm, these looks good enough but I would like to have something even better:)

Underground water can be (and usually is) allocated manually and no big problem with it.

2015-06-14 1:26 GMT+02:00 Bret Curtis notifications@github.com:

You should look at drainage, as the indicates how readily the water can be absorbed into the ground. Higher the value, the faster the absorption... the water has to collect somewhere. So this could be an indication where there is high amount of rainfall, and high drainage that an underground aquifer could appear.

This is just an idea, currently we don't do anything under the heightmap (terrain), for now. ;)

— Reply to this email directly or view it on GitHub https://github.com/Mindwerks/plate-tectonics/issues/25#issuecomment-111760007 .

ftomassetti commented 9 years ago

Drainage indicates how much water is absorbed by the terrain.

ftomassetti commented 8 years ago

@tibor95 we would like to include a reference to Widelands in the readme of WorldEngine. Can you point us to some maps you generated for Widelands using WorldEngine?

tibor95 commented 8 years ago

For us it would be nice to be mentioned. There is only one map, this one: https://wl.widelands.org/maps/lost-islands/ but I am considering creation of another one in near future if my time will allow it..

ftomassetti commented 8 years ago

sure, we are going to add a link to that map (https://github.com/Mindwerks/plate-tectonics/pull/33) and if you have more we will add also them!