WIP trying to make a more realistic generator
this is like from 2 days ago but i forgot to commit it
This commit is contained in:
+3
-163
@@ -1,139 +1,11 @@
|
||||
local heightmap = require "lib.heightmap"
|
||||
local map_generator = require "map_generator"
|
||||
local lovebird = require "lib.lovebird"
|
||||
local lume = require "lib.lume"
|
||||
|
||||
local map = {}
|
||||
|
||||
local biomes = {
|
||||
-- [5] = {
|
||||
-- name = "ocean",
|
||||
-- altitude = {min = 0, max = 0.2}, -- bottom of world is the only part that matters
|
||||
-- temperature = {min = 0, max = 1},
|
||||
-- humidity = {min = 0, max = 1},
|
||||
-- color = {0, 0, 0.67, 1},
|
||||
-- },
|
||||
-- [6] = {
|
||||
-- name = "beach",
|
||||
-- altitude = {min = 0.2, max = 0.205}, -- just above ocean
|
||||
-- temperature = {min = 0, max = 1},
|
||||
-- humidity = {min = 0, max = 0.8}, -- excluding upper humidity for swamp
|
||||
-- color = {1, 1, 0.33, 1}, -- brighter yellow to distinguish from sand
|
||||
-- },
|
||||
-- [8] = {
|
||||
-- name = "swamp", -- fun idea, but generates between ocean and water too often?
|
||||
-- altitude = {min = 0, max = 1},
|
||||
-- temperature = {min = 0.5, max = 1},
|
||||
-- humidity = {min = 0.95, max = 1},
|
||||
-- color = {0, 0.5, 0.33, 1},
|
||||
-- },
|
||||
-- [10] = {
|
||||
-- name = "water",
|
||||
-- altitude = {min = 0, max = 0.9}, -- top excluded because it should've gone downhill
|
||||
-- temperature = {min = 0.1, max = 0.9}, -- bottom should be ice, top should evaporate
|
||||
-- humidity = {min = 0.8, max = 1}, -- only the wettest places
|
||||
-- color = {0, 0, 1, 1},
|
||||
-- },
|
||||
-- [20] = {
|
||||
-- name = "sand",
|
||||
-- altitude = {min = 0.2, max = 0.9}, -- top falls down, bottom is underwater
|
||||
-- temperature = {min = 0, max = 1},
|
||||
-- humidity = {min = 0, max = 0.2}, -- only where dry makes more sense for a desert
|
||||
-- color = {1, 1, 0, 1},
|
||||
-- },
|
||||
-- [30] = {
|
||||
-- name = "grass",
|
||||
-- altitude = {min = 0.3, max = 0.9}, -- top of the world not enough air, bottom too wet / leaving space for others
|
||||
-- temperature = {min = 0.2, max = 0.8}, -- not very sensitive to temperature
|
||||
-- humidity = {min = 0.2, max = 0.6}, -- not very sensitive to humidity; but excluded from the worst
|
||||
-- color = {0, 1, 0, 1},
|
||||
-- },
|
||||
-- [40] = {
|
||||
-- name = "trees",
|
||||
-- altitude = {min = 0.4, max = 0.7}, -- more sensitive than grass
|
||||
-- temperature = {min = 0, max = 0.7},
|
||||
-- humidity = {min = 0.3, max = 0.8}, -- these are not desert trees, they need more water
|
||||
-- color = {0, 0.67, 0, 1},
|
||||
-- },
|
||||
-- [60] = {
|
||||
-- name = "stone",
|
||||
-- altitude = {min = 0, max = 1},
|
||||
-- temperature = {min = 0, max = 1},
|
||||
-- humidity = {min = 0, max = 1},
|
||||
-- color = {0.67, 0.67, 0.67, 1},
|
||||
-- },
|
||||
-- [50] = {
|
||||
-- name = "ice",
|
||||
-- altitude = {min = 0, max = 1},
|
||||
-- temperature = {min = 0, max = 0.01},
|
||||
-- humidity = {min = 0.2, max = 1},
|
||||
-- color = {1, 1, 1, 1},
|
||||
-- },
|
||||
[900] = {
|
||||
name = "deep ocean",
|
||||
altitude = {min = -math.huge, max = -400},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0, 0, 0.25, 1},
|
||||
},
|
||||
[1000] = {
|
||||
name = "ocean (definition, 0 meters)",
|
||||
altitude = {min = -math.huge, max = 0},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0, 0, 0.5, 1},
|
||||
},
|
||||
[2000] = {
|
||||
name = "snowline (middle estimate)",
|
||||
altitude = {min = 4000, max = math.huge},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {1, 1, 1, 1},
|
||||
},
|
||||
[2100] = {
|
||||
name = "alpine zone",
|
||||
altitude = {min = 3500, max = math.huge},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0.8, 0.8, 0.8, 1},
|
||||
},
|
||||
[2200] = {
|
||||
name = "subalpine zone",
|
||||
altitude = {min = 3000, max = math.huge},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0.67, 0.67, 0.67, 1},
|
||||
},
|
||||
[2300] = {
|
||||
name = "montane zone",
|
||||
altitude = {min = 2500, max = math.huge},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0.67, 0.67, 0.5, 1},
|
||||
},
|
||||
}
|
||||
local map
|
||||
|
||||
love.load = function()
|
||||
map.size = 500
|
||||
map.tile_size = 1
|
||||
map.altitude = heightmap.create(map.size, map.size, -440, 8849) -- meters
|
||||
map.temperature = heightmap.create(map.size, map.size, -89.2, 56.7) -- celsius
|
||||
map.humidity = heightmap.create(map.size, map.size, 18, 3240) -- millimeters rainfall
|
||||
|
||||
local function altitude_ocean_bias(altitude)
|
||||
local bias = 3.5 -- higher -> more ocean
|
||||
local normalized_altitude = (altitude - -400) / (8849 - -440)
|
||||
return -440 + normalized_altitude^bias * (8849 - -440)
|
||||
end
|
||||
local min, max = math.huge, -math.huge
|
||||
for x = 0, map.size do
|
||||
for y = 0, map.size do
|
||||
local value = altitude_ocean_bias(map.altitude[x][y])
|
||||
if value > max then max = value end
|
||||
if value < min then min = value end
|
||||
map.altitude[x][y] = value
|
||||
end
|
||||
end
|
||||
print("Altitude", "Min: ", min, "Max:", max)
|
||||
map = map_generator.generate()
|
||||
|
||||
-- if true then return end
|
||||
|
||||
@@ -165,38 +37,6 @@ love.load = function()
|
||||
-- end
|
||||
-- end
|
||||
-- heightmap.normalize(map.humidity, 18, 3240)
|
||||
|
||||
-- planetizer!
|
||||
local biome_order = {}
|
||||
for order in pairs(biomes) do
|
||||
biome_order[#biome_order + 1] = order
|
||||
end
|
||||
table.sort(biome_order)
|
||||
|
||||
map.terrain = {w = map.size, h = map.size}
|
||||
local radius = (map.size / 2)^2
|
||||
for x = 0, map.size do
|
||||
map.terrain[x] = {}
|
||||
for y = 0, map.size do
|
||||
if lume.distance(x, y, map.size / 2, map.size / 2, true) < radius then
|
||||
-- for _, biome in ipairs(biomes) do
|
||||
for _, order in ipairs(biome_order) do
|
||||
local biome = biomes[order]
|
||||
local altitude = map.altitude[x][y]
|
||||
if altitude >= biome.altitude.min and altitude <= biome.altitude.max then
|
||||
local temperature = map.temperature[x][y]
|
||||
if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
|
||||
local humidity = map.humidity[x][y]
|
||||
if humidity >= biome.humidity.min and humidity <= biome.humidity.max then
|
||||
map.terrain[x][y] = biome.color
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local camera = {
|
||||
|
||||
@@ -0,0 +1,174 @@
|
||||
local heightmap = require "lib.heightmap"
|
||||
local lume = require "lib.lume"
|
||||
|
||||
local biomes = {
|
||||
-- [5] = {
|
||||
-- name = "ocean",
|
||||
-- altitude = {min = 0, max = 0.2}, -- bottom of world is the only part that matters
|
||||
-- temperature = {min = 0, max = 1},
|
||||
-- humidity = {min = 0, max = 1},
|
||||
-- color = {0, 0, 0.67, 1},
|
||||
-- },
|
||||
-- [6] = {
|
||||
-- name = "beach",
|
||||
-- altitude = {min = 0.2, max = 0.205}, -- just above ocean
|
||||
-- temperature = {min = 0, max = 1},
|
||||
-- humidity = {min = 0, max = 0.8}, -- excluding upper humidity for swamp
|
||||
-- color = {1, 1, 0.33, 1}, -- brighter yellow to distinguish from sand
|
||||
-- },
|
||||
-- [8] = {
|
||||
-- name = "swamp", -- fun idea, but generates between ocean and water too often?
|
||||
-- altitude = {min = 0, max = 1},
|
||||
-- temperature = {min = 0.5, max = 1},
|
||||
-- humidity = {min = 0.95, max = 1},
|
||||
-- color = {0, 0.5, 0.33, 1},
|
||||
-- },
|
||||
-- [10] = {
|
||||
-- name = "water",
|
||||
-- altitude = {min = 0, max = 0.9}, -- top excluded because it should've gone downhill
|
||||
-- temperature = {min = 0.1, max = 0.9}, -- bottom should be ice, top should evaporate
|
||||
-- humidity = {min = 0.8, max = 1}, -- only the wettest places
|
||||
-- color = {0, 0, 1, 1},
|
||||
-- },
|
||||
-- [20] = {
|
||||
-- name = "sand",
|
||||
-- altitude = {min = 0.2, max = 0.9}, -- top falls down, bottom is underwater
|
||||
-- temperature = {min = 0, max = 1},
|
||||
-- humidity = {min = 0, max = 0.2}, -- only where dry makes more sense for a desert
|
||||
-- color = {1, 1, 0, 1},
|
||||
-- },
|
||||
-- [30] = {
|
||||
-- name = "grass",
|
||||
-- altitude = {min = 0.3, max = 0.9}, -- top of the world not enough air, bottom too wet / leaving space for others
|
||||
-- temperature = {min = 0.2, max = 0.8}, -- not very sensitive to temperature
|
||||
-- humidity = {min = 0.2, max = 0.6}, -- not very sensitive to humidity; but excluded from the worst
|
||||
-- color = {0, 1, 0, 1},
|
||||
-- },
|
||||
-- [40] = {
|
||||
-- name = "trees",
|
||||
-- altitude = {min = 0.4, max = 0.7}, -- more sensitive than grass
|
||||
-- temperature = {min = 0, max = 0.7},
|
||||
-- humidity = {min = 0.3, max = 0.8}, -- these are not desert trees, they need more water
|
||||
-- color = {0, 0.67, 0, 1},
|
||||
-- },
|
||||
-- [60] = {
|
||||
-- name = "stone",
|
||||
-- altitude = {min = 0, max = 1},
|
||||
-- temperature = {min = 0, max = 1},
|
||||
-- humidity = {min = 0, max = 1},
|
||||
-- color = {0.67, 0.67, 0.67, 1},
|
||||
-- },
|
||||
-- [50] = {
|
||||
-- name = "ice",
|
||||
-- altitude = {min = 0, max = 1},
|
||||
-- temperature = {min = 0, max = 0.01},
|
||||
-- humidity = {min = 0.2, max = 1},
|
||||
-- color = {1, 1, 1, 1},
|
||||
-- },
|
||||
[900] = {
|
||||
name = "deep ocean",
|
||||
altitude = {min = -math.huge, max = -400},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0, 0, 0.25, 1},
|
||||
},
|
||||
[1000] = {
|
||||
name = "ocean (definition, 0 meters)",
|
||||
altitude = {min = -math.huge, max = 0},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0, 0, 0.5, 1},
|
||||
},
|
||||
[2000] = {
|
||||
name = "snowline (middle estimate)",
|
||||
altitude = {min = 4000, max = math.huge},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {1, 1, 1, 1},
|
||||
},
|
||||
[2100] = {
|
||||
name = "alpine zone",
|
||||
altitude = {min = 3500, max = math.huge},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0.8, 0.8, 0.8, 1},
|
||||
},
|
||||
[2200] = {
|
||||
name = "subalpine zone",
|
||||
altitude = {min = 3000, max = math.huge},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0.67, 0.67, 0.67, 1},
|
||||
},
|
||||
[2300] = {
|
||||
name = "montane zone",
|
||||
altitude = {min = 2500, max = math.huge},
|
||||
temperature = {min = -math.huge, max = math.huge},
|
||||
humidity = {min = -math.huge, max = math.huge},
|
||||
color = {0.67, 0.67, 0.5, 1},
|
||||
},
|
||||
}
|
||||
|
||||
local function generate()
|
||||
local map = {}
|
||||
|
||||
map.size = 500
|
||||
map.tile_size = 1
|
||||
map.altitude = heightmap.create(map.size, map.size, -440, 8849) -- meters
|
||||
map.temperature = heightmap.create(map.size, map.size, -89.2, 56.7) -- celsius
|
||||
map.humidity = heightmap.create(map.size, map.size, 18, 3240) -- millimeters rainfall
|
||||
|
||||
local function altitude_ocean_bias(altitude)
|
||||
local bias = 3.5 -- higher -> more ocean
|
||||
local normalized_altitude = (altitude - -400) / (8849 - -440)
|
||||
return -440 + normalized_altitude^bias * (8849 - -440)
|
||||
end
|
||||
local min, max = math.huge, -math.huge
|
||||
for x = 0, map.size do
|
||||
for y = 0, map.size do
|
||||
local value = altitude_ocean_bias(map.altitude[x][y])
|
||||
if value > max then max = value end
|
||||
if value < min then min = value end
|
||||
map.altitude[x][y] = value
|
||||
end
|
||||
end
|
||||
print("Altitude", "Min: ", min, "Max:", max)
|
||||
|
||||
-- planetizer!
|
||||
local biome_order = {}
|
||||
for order in pairs(biomes) do
|
||||
biome_order[#biome_order + 1] = order
|
||||
end
|
||||
table.sort(biome_order)
|
||||
|
||||
map.terrain = {w = map.size, h = map.size}
|
||||
local radius = (map.size / 2)^2
|
||||
for x = 0, map.size do
|
||||
map.terrain[x] = {}
|
||||
for y = 0, map.size do
|
||||
if lume.distance(x, y, map.size / 2, map.size / 2, true) < radius then
|
||||
-- for _, biome in ipairs(biomes) do
|
||||
for _, order in ipairs(biome_order) do
|
||||
local biome = biomes[order]
|
||||
local altitude = map.altitude[x][y]
|
||||
if altitude >= biome.altitude.min and altitude <= biome.altitude.max then
|
||||
local temperature = map.temperature[x][y]
|
||||
if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
|
||||
local humidity = map.humidity[x][y]
|
||||
if humidity >= biome.humidity.min and humidity <= biome.humidity.max then
|
||||
map.terrain[x][y] = biome.color
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return map
|
||||
end
|
||||
|
||||
return {
|
||||
generate = generate,
|
||||
}
|
||||
Reference in New Issue
Block a user