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Author SHA1 Message Date
tangent a7fde20dd6 I think I need to switch to trying Simplex noise or stop trying to copy Earth 2026-07-21 19:58:39 -06:00
tangent 831ab54250 WIP trying to make a more realistic generator
this is like from 2 days ago but i forgot to commit it
2026-07-21 18:58:35 -06:00
tangent 90fa03265a fix dumb conflict 2026-07-19 16:53:45 -06:00
tangent bc94ffaa54 more 'definitions' to experiment with - I think I need to start over with normalized values BEFORE expanding 2026-07-19 16:52:56 -06:00
tangent 2534e7ec59 experimental biomes 2026-07-19 16:00:41 -06:00
2 changed files with 204 additions and 95 deletions
+23 -95
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@@ -1,114 +1,42 @@
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 = {
[1] = {
name = "water",
altitude = {min = 0, max = 0.9},
temperature = {min = 0.1, max = 0.9},
humidity = {min = 0.8, max = 1},
color = {0, 0, 1, 1},
},
[2] = {
name = "sand",
altitude = {min = 0.2, max = 0.9},
temperature = {min = 0.2, max = 1},
humidity = {min = 0, max = 0.2},
color = {1, 1, 0, 1},
},
[3] = {
name = "grass",
altitude = {min = 0.3, max = 0.9},
temperature = {min = 0.2, max = 0.8},
humidity = {min = 0.3, max = 0.6},
color = {0, 1, 0, 1},
},
[4] = {
name = "trees",
altitude = {min = 0.4, max = 0.7},
temperature = {min = 0, max = 0.7},
humidity = {min = 0.1, max = 1},
color = {0, 0.67, 0, 1},
},
[6] = {
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},
},
[5] = {
name = "ice",
altitude = {min = 0.2, max = 1},
temperature = {min = 0, max = 0.1},
humidity = {min = 0.1, max = 1},
color = {1, 1, 1, 1},
},
}
local map
love.load = function()
map.size = 500
map.tile_size = 1
map.altitude = heightmap.create(map.size, map.size, 0, 1)
map.temperature = heightmap.create(map.size, map.size, 0, 1)
map.humidity = heightmap.create(map.size, map.size, 0, 1)
map = map_generator.generate()
-- if true then return end
-- lower temperature by half height
-- NOTE ruins "normalization" but that's fine once we have "real" numbers to work with
for x = 0, map.temperature.w do
for y = 0, map.temperature.h do
map.temperature[x][y] = math.max(0, map.temperature[x][y] - map.altitude[x][y] / 2)
end
end
heightmap.normalize(map.temperature, 0, 1)
-- for x = 0, map.temperature.w do
-- for y = 0, map.temperature.h do
-- map.temperature[x][y] = math.max(0, map.temperature[x][y] - map.altitude[x][y] / 2)
-- end
-- end
-- heightmap.normalize(map.temperature, -89.2, 56.7)
-- modify temperature by latitude
-- TODO would be more efficient to calculate Y in outer loop, since X does not change the distance
-- NOTE only subtracts temperature, which further "ruins normalization" and makes everything too cold:
local center_y = map.size / 2
for x = 0, map.temperature.w do
for y = 0, map.temperature.h do
local distance = math.abs(y - center_y)
map.temperature[x][y] = lume.clamp(map.temperature[x][y] - distance / map.size, 0, 1)
end
end
heightmap.normalize(map.temperature, 0, 1)
-- local center_y = map.size / 2
-- for x = 0, map.temperature.w do
-- for y = 0, map.temperature.h do
-- local distance = math.abs(y - center_y)
-- map.temperature[x][y] = lume.clamp(map.temperature[x][y] - distance / map.size, 0, 1)
-- end
-- end
-- heightmap.normalize(map.temperature, -89.2, 56.7)
-- increase humidity by half temperature
for x = 0, map.humidity.w do
for y = 0, map.humidity.h do
map.humidity[x][y] = math.min(1, map.humidity[x][y] + map.temperature[x][y] / 2)
end
end
-- planetizer!
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
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
-- for x = 0, map.humidity.w do
-- for y = 0, map.humidity.h do
-- map.humidity[x][y] = math.min(1, map.humidity[x][y] + map.temperature[x][y] / 2)
-- end
-- end
-- heightmap.normalize(map.humidity, 18, 3240)
end
local camera = {
+181
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@@ -0,0 +1,181 @@
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 = -5000},
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, 0, 1) -- 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 earthlike_altitude_adjustment(altitude)
-- -- max too low, min too high, too much ocean
-- return 6099 - 114909 * altitude + 830891 * altitude^2 - 2.72e6 * altitude^3 + 4.19e6 * altitude^4 - 3.02e6 * altitude^5 + 815866 * altitude^6
-- end
local function earthlike_altitude_adjustment(altitude)
-- good oceans, too much high altitude
return -10948 + 101018 * altitude - 643382 * altitude^2 + 2.17e6 * altitude^3 - 3.62e6 * altitude^4 + 2.87e6 * altitude^5 -852042 * altitude^6
end
-- local function earthlike_altitude_adjustment(altitude)
-- -- only creates ocean (wtf)
-- return -10851 + 151279 * altitude - 1.14e6 * altitude^2 +3.84e6 * altitude^3 -6.11e6 * altitude^4 +4.48e6 * altitude^5 - 1.21e6 * altitude^6
-- end
local min, max = math.huge, -math.huge
for x = 0, map.size do
for y = 0, map.size do
local value = earthlike_altitude_adjustment(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,
}