code logs -> 2008 -> Sat, 19 Jul 2008< code.20080718.log - code.20080720.log >
--- Log opened Sat Jul 19 00:00:56 2008
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20:16
< Frumph>
afternoon
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20:56
<@gnolam>
Afternoon.
20:58 * gnolam ponders random map generation.
21:04
< Frumph>
random map?
21:27
<@MyCatVerbs>
Frumph: map as in geometry for videogame level.
21:28
<@MyCatVerbs>
Frumph: there are a couple of open source map generators for various different games (DOOM, Quake, Half-Life (not sure whether that one's open-source or not).
21:28
< Frumph>
right on
21:35
<@ToxicFrog>
A few games have them built in, too - most roguelikes generate random 2d maps, and SoF2 had a random deathmatch map generator.
21:36
< Vornicus>
...good god I just had a wonderful awful idea.
21:36
< Vornicus>
...except Introversion got there first, sort of.
21:37
<@ToxicFrog>
Yeah, I can't wait to see their generator in game.
21:38
< Vornicus>
They need to rejigger their building interior one though
21:39
< Vornicus>
(should be roads -> hallways, not roads -> walls)
21:49
< Vornicus>
What kind of map are you trying to generate, gnolam?
21:55
<@gnolam>
2D islands.
21:55
<@gnolam>
So I'm leaning towards some kind of fractal-based method.
22:11
<@McMartin>
Plasma fractals as heightmaps look pretty good.
22:11
<@McMartin>
Then set a level to be The Water.
22:15
<@gnolam>
Hmm. Could work.
22:15
<@gnolam>
That would also help with generating the map for the map.
22:16
<@McMartin>
If you're using C or C++, you can probably swipe Sable's generator and tweak it to tile in all directions instead of just two.
22:17
< Frumph>
you guys know much about visual studio 2008?
22:17
<@McMartin>
I've used the Express Edition a little.
22:17
< Frumph>
hmm, i seem to have turned off the code recoloring for code
22:22
<@gnolam>
I'm using an unholy combination of both. :)
22:22
<@gnolam>
extern "Evil!" {
22:22
<@gnolam>
But I'll probably roll my own generator as a learning exercise.
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--- Log closed Sun Jul 20 00:00:07 2008
code logs -> 2008 -> Sat, 19 Jul 2008< code.20080718.log - code.20080720.log >