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A world sim WIP

Discussion in 'Works In Progress - Archive' started by Deleted User, Jul 2, 2014.

  1. Deleted User

    Deleted User

    Guest



    https://googledrive.com/host/0B7vPiT3iPFmKMGc1OEVqalN6VnM/Web.html
    Spacebar randomizes the seed.

    Starting to abstract that out

    https://googledrive.com/host/0B7vPiT3iPFmKaUs3N0FDbUNnaXM/Web.html
    Added a box to set the seed, or Spacebar to randomize it.

    TLWR - I want to make a random history simulator!

    I've been an avid Dwarf Fortress player for a long time now. I've watched countless games both AAA and indie ape the fortress and adventure mode portions of that genre in various ways. But there's a 3rd mode in Dwarf Fortress that isn't really ever talked about. Legends Mode. The mode that lists out the entire history of the world that gets generated in-game.

    I want to gamify that. Create a new SimEarth. Or something akin to the Universe Sandbox.

    I also ran across this for inspiration.
    http://lotrproject.com/map/

    I have definite ideas I want to incorporate, but I'm always open to suggestions because I'm a C# noob (I write in CL and COBOL for a living). :D


    ***********************

    I'd like to thank jceipek and PouletFrit for saving me some time with this.

    https://github.com/jceipek/Unity-delaunay
    https://github.com/PouletFrit/csDelaunay

    I used jceipek's delaunay to implement Amitp's voronoi graph and render (GL line and qaud).
    The abstracting is being done using Vectrosity.
    http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/

    And I'm using this as a learning experience to start actually making something.

    I was planning on keeping this updated. So I'm sorry if it was still supposed to go into the small projects thread.
     
    judah4 likes this.
  2. Deleted User

    Deleted User

    Guest



    Added rivers and lakes. The rivers are all currently one object. It won't be important unless I want a continuous texture on them though. Lakes use the same lines creation as the coastline only scaled down and reversed so that they point inward. The instances of lake within lake are swamp lands that I haven't filtered out.

    The mountains and forests are basically just throwing a texture on the polygon centers and hoping they overlap (Vectrosity Drawpoint). Probably not the best way to handle it.

    I tried feeding multiple mountain textures in but the Random.Range(0,3) didn't give me an ideal spread of the 3 textures?

    Edit: Real quick, the ocean area needed some discoloration. It's using GL.Triangles and a quick hacked together shader that I'm not happy with.

     
    Last edited by a moderator: Jul 8, 2014
  3. moure

    moure

    Joined:
    Aug 18, 2013
    Posts:
    184
    That looks awesome :)
    If you need anything graphics related let me know.
    P.S Be sure to also add it to /r/worldbuilding , people will love it there
     
  4. Diesign

    Diesign

    Joined:
    May 15, 2016
    Posts:
    16
    Super cool - did you keep working on it?