Map Generator- Please Critique!

Thanks!

Actually, my first iteration of the biome placement was random, and it was fairly decent, but I chose a more tailored setup so I could test map control as I iterate.

Realize though, that in a Civilization type game, you will have many map types to choose from. The version you see is a map with 2 generally equal continents. To do a Pangea, I could switch out the Biome Generator and do a Pangea setup. I can have a hundred generator types, and the user chooses from them. I could even make a randomized earth map replica just by fine tuning the biome generator.

It is actually very adaptable. In order to grow the poles out, all I have to do is reduce the number of water seeds that generate between the pole and the continent. It is as simple as that. :slight_smile: For instance, I could reduce water in the north tundra while leaving it the same in the south. This would create something more akin to the Earth, which has open ocean in the south, and vast tundra in the north.

Generating the blank tiles has been on my mind for a bit now. I would then go behind and instead of placing tiles, it would be instancing materials.

My array already keeps the vector information, and I was planning on having other arrays in the future to place actors into another array so I can reference what tile type is in each location.

Can you show an example of how you would use an enumerator in this case? When I looked into enumerators prior to arrays they didn’t really do what I needed them to but I may not have fully understood how to use them.

Do you have a link to any code examples of this kind of generation?

My general idea for coast generation and other similar tasks was to do a neighbor check to determine which mesh/material and what rotation it should use for proper placement. In the current setup my tiles are not referencable and it is something I will have to address sooner or later. By placing tiles first, and then changing them later this also allows me to do such checks and mesh swaps after every other tile type has been decided. Once the generator knows water will be placed in a certain hex, and land around it, then it can say use WaterMesh17 or whatever with Rotation Z in order to align the coasts.

Rivers are another thing on my mind. It seems like splines are the normal method of river type placement in games like these, but from what I understand splines are somewhat under-developed in the current engine, for things other than landscapes. I am not in a rush to implement rivers, but I see a good method for generating and referencing them I will certainly see if I can use it.

This was just how I got it to work in the first place and I have spent more time on fleshing out the random generation than I have into looking at upgrading the actual placement process.

If you have a good method I can use to reference the field of blank tiles, I am all ears. :slight_smile: