tag:blogger.com,1999:blog-8181955206162231899.post5016505252377094992..comments2020-04-13T18:32:59.020-07:00Comments on Rogue Hut: Evolution blobKricehttp://www.blogger.com/profile/07789939511437441094noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-8181955206162231899.post-58020148446094652392016-03-04T13:56:56.633-08:002016-03-04T13:56:56.633-08:00I'm using a similar idea in Land of Strangers,...I'm using a similar idea in Land of Strangers, actually, although I currently only have a couple of climates sketched out. When defining a new "blob" ("superhex" in my scheme), you check the neighbors and calculate which possibilities are how probable. Eg. a neighbor desert tile might increase the chance of more desert, savanna or thorn climate, but straight out forbid that any of its neighbors should be jungle. A nifty side effect is that it gets quite easy to let the game know about continuous regions. And it can be used on a smaller scale, as well, to generate stuff like rock formations in the desert. Go through empty tiles in the landscape after you've put your places of interest, and check their neighbors and maybe put features for variation. From my narrow knowledge, I guess the technique is similar to cellular automata, only without the evolution aspect.<br /><br />As always,<br />MinotaurosAging Minotaurhttps://www.blogger.com/profile/14701033750426053918noreply@blogger.com