Huge procedurally generated 'wilderness' worlds
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The Communist Duck
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Published on 2010-10-19T15:46:35Z
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2011/03/06
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Hi.
I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article.
However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be.
The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values).
I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands.
On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think.
I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking.
Anyone have any ideas?
Thanks. :D
-TheCommieDuck
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