I would like to hear more about how you are representing these massive maps with just a dictionary. No spatial partitioning at all (aside from regions)? I’m working on a 2d strategy game and need large maps with no region transition
I invite you to have a look at my other videos, specifically the ones where I discuss my tilemap implementations, custom auto-tiling, and more. Thanks.
Now map all of this randomly on a real world map of north america, in real world scale. Should make for a pretty fun game. How fast would it be, if you used the real world river map?
Thank you for your questions. Real world scale is not impossible. But, the Huge 256x256 example from the video is roughly 40 sq. miles and 4.29 billion tiles, which I think is more than enough for my single player game. I didn't show it in this video, but region rivers have their own random generated names based on actual bodies of water in and around Wyoming. I thought about having pseudo-realistic placement of rivers rather than using Perlin noise, but I think replay-ability is more important to me than real-world replication. Therefore, I didn't take it beyond a thought.
I imagine I would locate some USGS heightmap data (usgs.gov) for a particular area and use that height data to generate tiles. I will say, this would be much more practical an approach if I were creating a 3D game, since the mesh data would be adjusted based on terrain height from the real-world data. In a 2D game, there is not much practical use for that kind of data except maybe to separate water from land, etc.
I would like to hear more about how you are representing these massive maps with just a dictionary. No spatial partitioning at all (aside from regions)? I’m working on a 2d strategy game and need large maps with no region transition
I invite you to have a look at my other videos, specifically the ones where I discuss my tilemap implementations, custom auto-tiling, and more. Thanks.
Now map all of this randomly on a real world map of north america, in real world scale. Should make for a pretty fun game. How fast would it be, if you used the real world river map?
Thank you for your questions. Real world scale is not impossible. But, the Huge 256x256 example from the video is roughly 40 sq. miles and 4.29 billion tiles, which I think is more than enough for my single player game. I didn't show it in this video, but region rivers have their own random generated names based on actual bodies of water in and around Wyoming. I thought about having pseudo-realistic placement of rivers rather than using Perlin noise, but I think replay-ability is more important to me than real-world replication. Therefore, I didn't take it beyond a thought.
If you had to map to a real-world region, how would you do it? I’ve thought about this problem a bit myself. Manually labelling the real world area?
I imagine I would locate some USGS heightmap data (usgs.gov) for a particular area and use that height data to generate tiles. I will say, this would be much more practical an approach if I were creating a 3D game, since the mesh data would be adjusted based on terrain height from the real-world data. In a 2D game, there is not much practical use for that kind of data except maybe to separate water from land, etc.
I get the heightmap part, but classifying terrain like trees, rocks, bushes, farms, etc
@@deepfriedtuba That would require randomization of objects.
Is there a test demo?