--- 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 |