lucastle6969 / comp371

repository for comp371 final project Fall 2017 Concordia
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"Biomes" #36

Closed benwiley4000 closed 6 years ago

benwiley4000 commented 6 years ago

We don't need to implement any realistic notion of "biomes" per se, but it would be neat to ensure that a particular region of the world would be biased toward producing similar variations in one way or another. For example a particular part of the map might have lots of tall and skinny trees, and another area might have more short and fat trees. This could be influenced by the location-based seed values. The idea is to not exhaust the full range of variety in a single tile, but to establish relatively narrow "niches" which stretch across many tiles.

This would enhance replay-ability as well as provide a reason to want to share or save seeds (#27).

KNG-Scherezade commented 6 years ago

Currently I have the style of tree I showed you yesterday which is very straight and boxy. (now at 0.6ms probably will go down to 0.5ms when I make a polygonning change) Recently by changing a few parameters and adding other features I can give you a new tree that's much more expensive(3.2ms probably will become 3.0ms), but has a much more conventional look to it. Likewise I plan on adding in bush types which will be an overlap of cheaply produced trees with a different leaf texture applied.

screen shot 2017-11-18 at 7 10 26 pm

I have one stretch goal of adding in multithreading to the trees to enable 45.0ms super trees, I can look into making the three types of types occurring happen based on seeds as another

screen shot 2017-11-18 at 7 36 46 pm

I'm still a ways off though and I have a bunch of things to do before I make the push. Will look into the doc section addition.

benwiley4000 commented 6 years ago

Closed by #96.