Posted 12 July 2007 - 07:02 AM
Here's the SECKRET to random maps, they're all based on random maze algorithms. Except the fractal ones. And, mazes are really, really simple. The definition of a maze is that there is only a single route between any two points on a some sort of map. And we dont even need to abide by that for random map generation. Anyway, the simplest algorithm to implement is hunt and kill. It works through a grid, you start out with a single square being "In," and you randomly choose a square adjascent to an In square, and make it In too. Remembering ofcourse to record which square we decided to connect to. This generates a nice maze, which you can use for pretty much any type of map you want. Beyond this, you probably DONT want your map to be a maze. After all, how fun is it to walk around inside a giagantic MAZE.
Anyway, just my thoughts. There are some more "organic" algorithms, but they're much more complex. Although I admit, a recursive backtracker for those who know is technically simpler than this implementation, but it also produces hideous results for video games. Hunt and Kill keeps things simple.
<Lancy-Rexxy> Hey, Elig. Any GUI progress ?
<Mooseka> YES LANCER <b>TALK DIRTY TO ME</b>
<GMCBay> When creating a game, the first thing I do is design the box cover for the special edition collectors DVD. The second thing I do is begin thinking about what will be in the sequel.
<Koji> SOYLENT MILK IS COWS!! D:
<Jotz> you guys have such a mindless disdain for a delicious mint julep! that you're making it not work by thinking that it won't.
<Jotz> Sorry, but I don't think this project is going to succeed like a delicious mint julep! did.
<xicloid> Isn't there anything like "return null"in C?