ID:155248
Aug 11 2011, 11:14 am
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I know I'm just spacing on something here, but I can't seem to figure out how to go about doing this. Any ideas?
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In response to Chaorace
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Hm, you misunderstand. I'm talking about generating the map as the game starts, not pre-making it.
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In response to CauTi0N
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Oh, sorry. I don't know then xD
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In response to CauTi0N
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If you want procedural generation, there are quite a few ways to go about it, and which way you take depends upon how you want your world to look, as well as when you want it to generate. There should be several posts about it using cellular automata in the resources, as well as demos/libraries on the topic.
The basic idea is that you place a few random "seed" turfs, which then create copies of themselves following a formula to fill in the map. |
It depends on what you want.
If you want to load a map from a .dmm, that is impossible. You'd have to manually code each turf into a /proc/build_map in which each turf would be spawned. That's over 1000 lines of code for a 100x100 map, though it is possible with patience. The only real use of runtime generation is through procedural generation. Or, you could code a system that manually reads .dmm files and deals with them as such, generating a map on runtime. |
In response to Xerif
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Xerif wrote:
It depends on what you want. Incorrect. You'd have to manually code each turf into a /proc/build_map in which each turf would be spawned. That's over 1000 lines of code for a 100x100 map, though it is possible with patience. The only real use of runtime generation is through procedural generation. Yeah, this was what I was looking for, and I found an older system that did exactly what I was looking for that I had made ~1 year ago. Anyways, it was just for testing purposes and is all complete now. Thanks guys. |
And I think that's about it. And you can go even further with a login proc