[Home] [Groups] - Message: [Prev in Group] [Next in Group]
20385: RE: [MUD-Dev] Wilderness
[Full Header] [Plain Text]
From: Ling Lo <ling@slimy.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 2 Aug 2001 01:21:59 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
On Wed, 1 Aug 2001, Nathan F. Yospe wrote:
> John Buehler <johnbue@msn.com> said:
[snip snip]
>> and such. To be honest, I haven't figured out an efficient way
>> to handle flowing water. I think it'll boil down to a batch
>> simulator.
> Nope. Least energy gradient simulation with random reseeding for
> flood overflow. Easiest way to do it is with an n-propogated GA
> during basic terrain generation. What gets tricky is handling
> *air* flow for cooler and warmer regions relative to mountains and
> lakes, wind eroded deserts and valleys, and, once the terrain is
> generated, maintaining it for the reduction-to-regeneratable of
> player effects, for runtime wind and rain patterns, and for scent
> propogation.
> Using an n-propogating genetic algorithm for fluid flow, with
> seeds for replication on speed and volume in a given node, gives a
> near-enough to work with, faster than vectorized, almost congruent
> with known behavior due to surface tension (you can adjust the
[snip again]
What is an n-propagating genetic algorithm?
From what I can understand of the above, creating the effects of
water on the surface of the terrain is effectively a modified
shortest path algorithm using GA.
Visual demonstration of GA wrt TSP:
http://pcbunn.cacr.caltech.edu/Java/Genetic.html
GA Introduction
http://www.pmsi.fr/gainita.htm
--
| Ling Lo
_O_O_
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev