Timeline for Algorithm for continuously generating a tile map for a topdown 2D game?
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 10, 2013 at 14:08 | comment | added | RoundhouseKitty | Basing it on chunks is a pretty good idea, actually, at least in theory. | |
| Dec 10, 2013 at 14:04 | comment | added | Christian | Continuous generation may indeed be tricky. My idea would be: after the first chunk is generated, take the edge of it and use it as values for the edge of the next chunk. On the opposite edge of the new chunk, the starting values could be tweaked to have a certain maximum deviation from the already existing edge so that one chunk is not too different from its neighbour, repeat for neighbours in other directions. Once you have all starting values, generate as normal except vor the edge values already determined by neighbours. That's from the top of my head, not sure if that's practical. | |
| Dec 10, 2013 at 13:53 | vote | accept | RoundhouseKitty | ||
| Dec 10, 2013 at 13:53 | comment | added | RoundhouseKitty | I've looked into this, and actually found out that it was super simple to understand. I'll switch this to the answer, as it managed to answer my question. I'm not sure if it's super for continuous generation, but I'll work something out. | |
| Dec 4, 2013 at 18:06 | comment | added | Arahman | Was just going to post the exact same link before noticing this answer. +1 | |
| Dec 4, 2013 at 11:33 | comment | added | RoundhouseKitty | That seems super neat, I'll give that one a lookover too! | |
| Dec 3, 2013 at 13:20 | history | edited | Christian | CC BY-SA 3.0 | Added some more information. |
| Dec 3, 2013 at 13:13 | history | answered | Christian | CC BY-SA 3.0 |