[MUD-Dev] No Exp? (was: Exploration Exp)
John Buehler
johnbue at msn.com
Fri Jan 19 18:58:44 CET 2001
Hulbert, Leland writes:
> Have you custom-built a cave generation system? Or is it based on
> some readily-available algorithm? I tried this a few years ago, and
> could not find enough information to build a worthy natural cave
> system. I could even draw a decent map free-hand (IMO) but couldn't
> come up with a decent set of algorithms that looked right. I'd love
> to know where you came up with your numbers. Come to think of it,
> it could benefit my new project...
I seem to custom build everything these days. Have I mentioned the
value of component development? Never mind. The cave system
algorithm that I'm toying with right now is very simple:
1. Randomly dimension and distribute rectilinear volumes in three-space.
2. Compute their union (not simple)
3. Display the surface of the result unioned volume (not simple)
I tried using a publicly-available polygon triangulation algorithm,
but that didn't work too well, so I wrote my own. I tried using a
publicly-available volume union algorithm, but that isn't working out
either, so I'm in the process of writing my own.
As with the fractal stuff, there are lots of tuning/customization
points in this code and I'm still trying to get the basic
union/triangulation code working properly before I play with that
stuff very much. The results so far are what you'd expect: lots of
intersecting rectangular tubes pointing in lots of directions. I'm
hoping that a proper set of textures will eliminate much of the klunky
look. The caves are just tunnels right now because I haven't put in
cavern placement yet, but the caves are suitably convoluted as to
present some intimidation for players. Bring rope and maybe some
scuba gear.
When I get to the point of having any satisfactory cave systems, I'll
post a link to some generated examples.
JB
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