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310: Re: [MUD-Dev] Rooms, 3D arrays, etc.
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From: clawrenc@cup.hp.com
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 30 May 97 17:54:38 -0700
References: [1]
Organization: Kanga.Nu
In <9705280654.82jw@ami-cg.GraySage.Edmonton.AB.CA>, on 05/27/97
at 11:24 PM, cg@ami-cg.graysage.edmonton.ab.ca (Chris Gray) said:
>OK, I'll try to dump what I can remember of my tentative plans in
>this realm. I want a really big world, my thinking is 2^32 x 2^32
>(why not!). It would basically be a layered fractal terrain. That
>gives me the third dimension - calculated by the fractal generation
>algorithm. The way one common fractal landscape generator works is by
>starting with one point, wrapped as four corners of a square. At each
>step, you bisect each edge of your current square, average and
>perturb the endpoint heights, and mark the height of the middle of
>the edge. The middle of the square gets height from all four corners.
>[I've got code for this if some of you haven't seen this algorithm.]
Amazing how similar this is to some ideas I've been playing with, tho
I wasn't using a coordinate system and a dynamic R*-Tree, not a grid.
I'll get back to you on this one.
>What I haven't quite figured out is how to be able to repeatably
>generate the height for any given co-ordinates within the world.
If you use fixed seeds which _are_ stored in the DB, then shouldn't
the algorithm repeat when you interpolate between your fixed and known
seeds?
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------------(*) Internet: clawrenc@cup.hp.com
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