Thanks for your support, and good luck with your own project! I know how it is with the kids. I got 2 and all I do is work, play with the kids, and build blueprints.
I am always keeping an eye out for procedural generation related posts, so hopefully see some of yours soon!
I cannot wait until I can start working on those systems. Once I get the map generator fully stood up and all the various map systems such as improvements, cities, unit movement, etc I can begin to focus on the actual AI and all the systems that come with that.
I will have to check that out. Amit’s stuff is exceptional.
On a single tile basis it is pretty simple, apart from making numerous other systems more complicated in general.
The part that I have not worked out yet is neighbor checking across those borders at a much larger scale. I have a feeling that pathfinding algorithms in general have the answer, and I probably need to look at what Amit did for Wrapping.
One thing I did run into but didn’t spend much time to figure out was actually doing distance checks across that wrap. My current generator can not do it because it uses basic unreal world vectors and I need some way compensate for a distance check that is basically 2000 unreal units but needs to be treated as say 100, and scale for every tile in the map.