playing with world generation with cellular automata

BakaCoder

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sorry for my crappy english  :|

After doing some researches about world map generation, i started to play with rgss3 and see what kind of world maps i can generate.

And here are some product screenshots

Screen Shot 2014-04-21 at 9.44.05 PM.png

Screen Shot 2014-04-21 at 9.44.18 PM.png

Screen Shot 2014-04-21 at 9.44.44 PM.png

have not finished with town generations. 70% finished terrain gen.

i first used a cellular automata model to gen cells and then do simulations for the land.

then i simply just used a height map generated by perlin noise for the mountains.

currently working on making the generation faster (30 seconds for a 200*200 map, certainly not satisfying), the auto-tile thing is so annoying :( and so inefficient

may post the script after i finish it
 

Andar

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Looks interesting so far, I think there will be some interest in the script after it has been finished.

the auto-tile thing is so annoying :( and so inefficient
The autotiles are intended to speed up manual map-making, and they work rather good in that area.
The problem with the lines between different tiles you have in those maps is the result of placing autotiles next to each other that were not intended to do so - the same would happen in manual mapping, you'll need the shift-override in case of manual mapping to make them look better.


There are theoretically three solutions:


1) make the selection procedures more complex and have them select the next tile based on what other tiles it connects. I don't know how complex this would be because I don't know your code


2) try to implement and use something like the shift-click override when creating those maps. Unfortunately I don't know if this is possible at all, the shift-click option might only be available in the editor and not in the engine.


3) make your own, specific tilesets that solve the problem by better fitting autotile borders (or no borders on the autotile).
 

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