These are fantastic.
Posts by NeilT
Nice pictures. The left looks like going to do a job, the right looks like dangerous adventure. If the vibe of the game is inbetween, maybe make the lightning further away? The seagulls distract more from the text than the lightning does.
For #procjam25 I added a front end to my procedural landscape generator - thapen.itch.io/ktlandscapes
Experimenting with particle-based fluid simulation. Here a viscous fluid (without any surface tension) breaks up into pieces in zero gravity.
maybe calculate which of the four segments of the "circle" it is on, then check the points in that segment.
If I wanted to get fancy - assuming the egg is symmetrical and each line of longitude is a contiguous chunk of data, calculate from the rotation which "circle" (egg shape) of longitude is nearest to the plane perpendicular to the horizontal;
It doesn't look like so many nodes, and computers are good at running straight through an array, so maybe it doesn't need it?
Blur? Layers of drifting particles/circling birds? Things of known size sitting around, like spoons and frying pans?
What is the influence of decolonial thought? (Go ahead)
Final renderings of parts of the map.
Cities being generated. Villages interact with each other, favouring large ones that are nearby, and some of them grow. TODO: develop a network of roads based on this, and let the communication advantages of roads and rivers influence city locations.
This map shows flat, slightly-sloping and steep ground. The treatment of civilization is fairly basic. Flat ground that can support a forest becomes fields; slightly-sloping pastures; the rest is left wild.
TODO: compressional tectonics (i.e. high mountains), vulcanism, glaciation, decent treatment of deserts.
Temperature January
Precipitation January
Climate parameters and biomes
Choose a latitude, which gives basic climate parameters. Model temperature and rainfall in January and July. From estimates for evapotranspiration and available soil water each month at each point, get vegetation and biomes.
Double the resolution of the underlying grid and run the model a little bit longer. Rainfall now is based on a climate model...
12 million years of erosion and deposition, using a stream power law. Apart from the rifting (and some isostatic stuff), parts of the land are pushed upward/downward over time with long wavelength noise.
The initial landscape, made from noise with some chunks cut out. Colours on the left are height above sea level. Yellow/blue on the right are soft/hard rock. Red is "rifting" - these areas will sink, simulating some effects of extensional tectonics.
A square grid, with the diagonal chosen randomly in each square
The points are relaxed towards their neighbours, biased towards neighbours far away and of high degree
The first step is to make a 256x256 grid with random diagonals. See the pictures and alt texts. This gives something pleasantly irregular but as fast as a regular grid.
The actual map is text characters. I have blurred it slightly because otherwise the bluesky scaling algorithm does horrible things to it. Red is cities, and that's an airport.
I just finished the first pass at a procedural landscape generator for a flying game, Kerosene Thunder. The goal is realistic 1960s landscapes ~1000km across, at 500m resolution. This is a thread about how it works now. #procgen #textmode
Nice! The particular parametrization of waveguide shape, by two parameters for the tongue and a certain curve, is also part of the UI design, chosen for simplicity rather than how the vocal tract actually gets shaped.
Another (small) continent with city sizes. This is a more appropriate number of cities, but there is no nice hierarchical structure there yet. #procgen
Apropos of that valley on the left, that looks like a marsh but is really a desert - I just realized I can handle water in a desert environment, without adding a proper evaporation model, by giving lakes zero outflow and rendering them as salt flats.
A procedurally generated landscape, showing arable land and marked with city locations and sizes.
#procgen city locations with sizes.
I'm trying to implement the model in Bevan and Wilson 2013, "Models of settlement hierarchy based on partial evidence", where they try to reconstruct settlement patterns in bronze age Crete. They say it's a version of the Lotka-Volterra predator-prey equations, although I don't see it yet.
A procedurally-generated island, showing arable land, pasture and forest, with positions for towns of various sizes.
Experimenting with placing towns in my procedural country #procgen
Oh dear, the image compression has not been kind to these. Image it less bone-coloured and with fewer moire effects.
Relief map of a procedural island
Knobbly peninsula
Forest and pastureland
Farmland and lake
A procedurally generated island and three landscapes from it. #procgen #textmode
Gothic 1? Fairly small, lovely forests, and a very nice feeling at the start of the different human environments of the different settlements. (At least, that's how I remember it.)