Compare commits

..
12 Commits
8 changed files with 509 additions and 59 deletions

No files matched your search

+14 -6
View File
@@ -4,18 +4,26 @@ Eventually, it's supposed to be a survival/crafting game with space travel. Henc
Using the heightmap generator from here: https://github.com/TangentFoxy/heightmap Using the heightmap generator from here: https://github.com/TangentFoxy/heightmap
## Tasks ## Tasks
- [ ] Make a GitHub mirror for this repo. - [x] Make a GitHub mirror for this repo.
- [ ] Remove heightmap library - [ ] Remove heightmap library
- [ ] Update ReadMe - [ ] Update ReadMe
- [ ] ReadMe should also point out where the simplex implementation comes from - [ ] ReadMe should also point out where the simplex implementation comes from
- [ ] Update the `simplex` library to the latest version with FBM - [x] Update the `simplex` library to the latest version with FBM
- [ ] Round the new map generator to a planet shape - [x] Round the new map generator to a planet shape
- [ ] Move `tile_size` out of the map generator (this is a render feature, not a map feature) - [ ] Move `tile_size` out of the map generator (this is a render feature, not a map feature)
- [ ] Turn the new map gen into a wrapper kind of like my heightmap wrapper? (This is sorta already done in a sloppy way.) - [x] Turn the new map gen into a wrapper kind of like my heightmap wrapper? (This is sorta already done in a sloppy way.)
- [ ] Rebuild the multi-noise map system. - [ ] Rebuild the multi-noise map system.
- [ ] Renormalize to Earth extremes. :D (This will probably give bad initial results and need extensive changes.) - [ ] Renormalize to Earth extremes. :D (This will probably give bad initial results and need extensive changes.)
- [ ] Use a spreadsheet to map -0.9 to 0.9 to find a mapping function to modify initial values to realistic height ranges! - [x] Use a spreadsheet to map -0.9 to 0.9 to find a mapping function to modify initial values to realistic height ranges!
- [ ] Rename `humidity` to `rainfall`. (This was done with -1 to 1)
- [x] Rename `humidity` to `rainfall`.
- [ ] make documentation of how this is all working so I can remember when I forget to work on it for a while - [ ] make documentation of how this is all working so I can remember when I forget to work on it for a while
### Long-Term
- [ ] Do all terrain generation within a radius check so unnecessary work isn't done and discarded.
- [ ] Terrain generation steps should happen within a single loop wherever possible?
## Reference
- Out of 52 seeds randomly tested, the current code creates a temperature range between -80.64 and 33.78 C.
(Tasks/Issues are stored in the ReadMe instead of using a webUI issue tracker due to how using such a tracker negatively influences portability of the project.) (Tasks/Issues are stored in the ReadMe instead of using a webUI issue tracker due to how using such a tracker negatively influences portability of the project.)
+62
View File
@@ -0,0 +1,62 @@
DDG summary:
aquatic -> freshwater / marine,
grassland (2nd largest?),
forest -> tropical / temperate,
desert,
tundra,
---
Wikipedia:
ice sheet / polar desert,
tundra (tree growth hindered by cold and short growing seasons; arctic, alpine, antarctic; shrubs, grasses, mosses, lichen; soil high N & P, biomass, methane, CO2, permafrost),
taiga (boreal forest, snow forest, coniferous forest; pines, spruces, larches; largest land biome),
temperate broadleaf forest,
temperate steppe and savanna,
subtropical evergreen forest,
Mediterranean vegetation,
monsoon forests and mosaic,
arid desert,
xeric shrubland,
dry steppe and thorn forest,
semiarid desert,
grass savanna,
tree savanna,
dry forest and woodland savanna,
tropical rainforest (evergreen?),
alpine tundra,
montane forests and grasslands,
- what variables control whether it develops a forest or grassland?
alts:
deciduous forest (not evergreen - can be cold or dry to cause leaves to fall; trees, shrubs, perennials),
high plateaus (flat raised plains),
---
savanna seems to just mean grassland with some shrubs and trees? (dry)
steppe is grasslands with NO trees (dry, often cold)
meadow is wet grasslands
hypoxic / anoxic waters FORM dead zones (nutrient concentration -> bloom, low water movement, high temperature; deepest waters?), gyre centers (ocean currents)
- use of absolute deepest water as a shortcut should be fine,
- use of highest temperature in water would also be a decent shortcut
("continentalness" may be useful)
tropical just means low latitude - these are small
montane just means mountain
(one mm of rainfall == 1 L/m^3)
---
coastal forest? (tropical moist broadleaf)
montanes are often forested?
what's the difference between a swamp and marsh? and bog?
I should sprinkle volcanoes in (but that would work better with some kind of fault sim)
- these form jungle/forest easier? more nutrients in soil
what's a moorland?
jungle vs rainforest?
rifts and rivers?
temperature should decrease by 0.0065 per meter (but this only holds above water?)
+166
View File
@@ -0,0 +1,166 @@
local lume = require "lib.lume"
local simplex_map = require "lib.simplex_map"
local biomes_list = {
-- checked in order, first candidate always selected
[800] = {
name = "sea ice",
altitude = {min = -math.huge, max = 0.1},
temperature = {min = -math.huge, max = -1.8},
rainfall = {min = -math.huge, max = math.huge},
color = {0.6, 0.6, 1, 1},
},
[900] = {
name = "deep ocean",
altitude = {min = -math.huge, max = -0.09},
temperature = {min = -math.huge, max = math.huge},
rainfall = {min = -math.huge, max = math.huge},
color = {0, 0, 0.25, 1},
},
[950] = {
name = "shallow ocean",
altitude = {min = 0.05, max = 0.1},
temperature = {min = -math.huge, max = math.huge},
rainfall = {min = -math.huge, max = math.huge},
color = {0.1, 0.1, 0.6, 1},
},
-- [2050] = { -- this was too inappropriately placed every time
-- name = "fresh water lake", -- NOTE experimental
-- altitude = {min = 0.1, max = math.huge},
-- temperature = {min = -math.huge, max = math.huge},
-- rainfall = {min = 0.9, max = math.huge},
-- color = {1, 0, 0, 1}, -- TEMP red to stand out, should be 0.1, 0.1, 1, 1
-- },
[1000] = {
name = "ocean",
altitude = {min = -math.huge, max = 0.1},
temperature = {min = -math.huge, max = math.huge},
rainfall = {min = -math.huge, max = math.huge},
color = {0, 0, 0.5, 1},
},
[1010] = {
name = "sandy beach",
altitude = {min = 0.1, max = 0.12},
temperature = {min = -1.4, max = math.huge},
rainfall = {min = -0.5, max = math.huge},
color = {1, 1, 0.33, 1},
},
[1500] = {
name = "frozen", -- NOTE probably temporary? (will be overwritten by higher priority subdivisions)
altitude = {min = -math.huge, max = math.huge},
temperature = {min = -math.huge, max = -1.85},
rainfall = {min = -math.huge, max = math.huge},
color = {1, 1, 1, 1},
},
[2000] = {
name = "snowline",
altitude = {min = 0.515, max = math.huge},
temperature = {min = -math.huge, max = -1.85},
rainfall = {min = -math.huge, max = math.huge},
color = {1, 1, 1, 1},
},
[2100] = {
name = "alpine zone",
altitude = {min = 0.52, max = math.huge},
temperature = {min = -math.huge, max = math.huge},
rainfall = {min = -math.huge, max = math.huge},
color = {0.8, 0.8, 0.8, 1},
},
[2200] = {
name = "subalpine zone",
altitude = {min = 0.48, max = math.huge},
temperature = {min = -math.huge, max = math.huge},
rainfall = {min = -math.huge, max = math.huge},
color = {0.67, 0.67, 0.67, 1},
},
[2300] = {
name = "montane zone",
altitude = {min = 0.4, max = math.huge},
temperature = {min = -math.huge, max = math.huge},
rainfall = {min = -math.huge, max = math.huge},
color = {0.67, 0.67, 0.5, 1},
},
[9999] = {
name = "template",
altitude = {min = -math.huge, max = math.huge},
temperature = {min = -math.huge, max = math.huge},
rainfall = {min = -math.huge, max = math.huge},
color = {0, 0, 0, 1},
},
}
local generate = function()
local map = {}
map.size = 500
map.tile_size = 1 -- TODO should be in rendering, not map, the map doesn't care about tile_size
map.altitude = simplex_map.generate{
size = map.size, scale = 0.004, -- min = 0, max = 1, -- TEMP min/max range set to representable values
octaves = 5, lacunarity = 2.01, gain = 0.51,
}
map.temperature = simplex_map.generate{
size = map.size, scale = 0.005, -- min = 0, max = 1, -- TEMP range adjusted for easy representation
octaves = 3, lacunarity = 1.99, gain = 0.49,
}
map.rainfall = simplex_map.generate{
size = map.size, scale = 0.006, -- min = 0, max = 1, -- TEMP easy representation range
octaves = 1,
}
local biome_order = {}
for order in pairs(biomes_list) do
biome_order[#biome_order + 1] = order
end
table.sort(biome_order)
local map_center, radius_squared = map.size / 2, (map.size / 2)^2
map.biome = {}
for x = 1, map.size do
map.biome[x] = {}
for y = 1, map.size do
if lume.distance(x, y, map_center, map_center, true) < radius_squared then
local altitude = map.altitude[x][y]
local temperature = map.temperature[x][y]
local rainfall = map.rainfall[x][y]
-- modify temperature based on altitude
temperature = temperature - 2 * altitude
-- modify temperature based on latitude
local polar_distance = math.abs(y - map_center)^1.5
local max_temperature_delta = 0.2
temperature = temperature - (polar_distance / map.size * 2 * max_temperature_delta)
map.temperature[x][y] = temperature
-- choose biome
for _, order in ipairs(biome_order) do
local biome = biomes_list[order]
if altitude >= biome.altitude.min and altitude <= biome.altitude.max then
if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
if rainfall >= biome.rainfall.min and rainfall <= biome.rainfall.max then
map.biome[x][y] = biome.color
-- map.biome[x][y] = {rainfall, rainfall, rainfall, 1} -- TEMP what does the map actually look like?
break
end
end
end
end
else
-- clear non-planet area
-- NOTE this potentially leaves behind empty x tables
map.altitude[x][y] = nil
map.temperature[x][y] = nil
map.rainfall[x][y] = nil
end
end
end
simplex_map.recalculate_range(map.altitude)
simplex_map.recalculate_range(map.temperature)
simplex_map.recalculate_range(map.rainfall)
return map
end
return {
generate = generate,
}
+27
View File
@@ -0,0 +1,27 @@
local running_average = {
trackers = {}
}
local trackers = running_average.trackers
running_average.track = function(name, value)
if not trackers[name] then
trackers[name] = { running_total = 0, count = 0, }
end
local track = trackers[name]
track.running_total = track.running_total + value
track.count = track.count + 1
return track.running_total / track.count
end
running_average.average = function(name)
return trackers[name] and trackers[name].running_total / trackers[name].count
end
running_average.count = function(name)
return trackers[name] and trackers[name].count
end
return running_average
+17
View File
@@ -556,4 +556,21 @@ function simplex.Seed(seed)
end end
end end
-- TODO test functionality
function simplex.FractalBrownianMotion2D(x, y, octaves, lacunarity, gain)
octaves = octaves or 4
lacunarity = lacunarity or 2
gain = gain or 0.5
local total, amplitude, frequency, peak_amplitude = 0, 1, 1, 0
for i = 1, octaves do
total = total + amplitude * simplex.Noise2D(x * frequency, y * frequency)
peak_amplitude = peak_amplitude + amplitude
amplitude = amplitude * gain
frequency = frequency * lacunarity
end
return total / peak_amplitude -- normalize to [-1, 1]
end
return simplex return simplex
+81
View File
@@ -0,0 +1,81 @@
local simplex = require "lib.simplex"
local simplex_map = {}
simplex_map.min = function(map)
local r = math.huge
for i=1,#map do
if map[i] then
for j=1,#map[1] do
local v = map[i][j]
if v and r > v then r = v end
end
end
end
return r
end
simplex_map.max = function(map)
local r = -math.huge
for i=1,#map do
if map[i] then
for j=1,#map[1] do
local v = map[i][j]
if v and r < v then r = v end
end
end
end
return r
end
simplex_map.recalculate_range = function(map)
map.min = simplex_map.min(map)
map.max = simplex_map.max(map)
end
simplex_map.normalize = function(map, new_min, new_max)
local minimum = simplex_map.min(map)
local initialRange = simplex_map.max(map) - minimum
local finalRange = new_max - new_min
for i = 1, #map do
for j = 1, #map[1] do
map[i][j] = (map[i][j] - minimum) / initialRange * finalRange + new_min
end
end
simplex_map.recalculate_range(map)
return map -- superfluous
end
simplex_map.generate = function(size, scale, min, max, octaves, lacunarity, gain)
if type(size) == "table" then
scale = size.scale
min = size.min
max = size.max
octaves = size.octaves
lacunarity = size.lacunarity
gain = size.gain
size = size.size
end
simplex.Seed(math.random())
local map = {}
map.size = size
scale = scale or 0.005
for x = 1, map.size do
map[x] = {}
for y = 1, map.size do
map[x][y] = simplex.FractalBrownianMotion2D(x * scale, y * scale, octaves, lacunarity, gain)
end
end
if min or max then
min = min or 0
max = max or 1
simplex_map.normalize(map, min, max)
end
return map
end
return simplex_map
+16 -3
View File
@@ -1,11 +1,17 @@
local map_generator = require "map_nextgen" math.randomseed(os.time())
local map_generator = require "final_map"
local lovebird = require "lib.lovebird" local lovebird = require "lib.lovebird"
local lume = require "lib.lume" local lume = require "lib.lume"
local running_average = require "lib.running_average"
local simplex_map = require "lib.simplex_map"
local map local map
love.load = function() love.load = function()
map = map_generator.generate() map = map_generator.generate()
print("Min Temperature", map.temperature.min, "Average", running_average.track("minT", map.temperature.min))
print("Max Temperature", map.temperature.max, "Average", running_average.track("maxT", map.temperature.max))
-- if true then return end -- if true then return end
@@ -66,10 +72,11 @@ love.draw = function()
for x = 1, map.size do for x = 1, map.size do
for y = 1, map.size do for y = 1, map.size do
-- print(x, y) -- TEMP why am I getting an out of bounds? local value = map.biome[x][y]
local value = map.terrain[x][y] -- local value = map.temperature[x][y]
if value then if value then
love.graphics.setColor(value) love.graphics.setColor(value)
-- love.graphics.setColor( (value + map.temperature.max) / (map.temperature.max + math.abs(map.temperature.min)) , 0, 0, 1)
love.graphics.rectangle("fill", x * map.tile_size, y * map.tile_size, map.tile_size, map.tile_size) love.graphics.rectangle("fill", x * map.tile_size, y * map.tile_size, map.tile_size, map.tile_size)
end end
end end
@@ -81,5 +88,11 @@ love.keypressed = function(key)
love.event.quit() love.event.quit()
elseif key == "r" then elseif key == "r" then
love.load() love.load()
elseif key == "t" then
print(running_average.count("minT"))
elseif key == "=" then
map.tile_size = map.tile_size * 2
elseif key == "-" then
map.tile_size = map.tile_size / 2
end end
end end
+126 -50
View File
@@ -1,73 +1,149 @@
-- NOTE the API of this file should probably change? -- NOTE the API of this file should probably change?
local simplex = require "lib.simplex" local lume = require "lib.lume"
local simplex_map = require "lib.simplex_map"
local biomes = {
-- biomes are checked in order, with the first candidate always being selected
[800] = {
name = "sea ice",
altitude = {min = -math.huge, max = 0},
temperature = {min = -math.huge, max = -2},
rainfall = {min = -math.huge, max = math.huge},
color = {0.6, 0.6, 1, 1},
},
[900] = {
name = "deep ocean",
altitude = {min = -math.huge, max = -5000},
temperature = {min = -math.huge, max = math.huge},
rainfall = {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},
rainfall = {min = -math.huge, max = math.huge},
color = {0, 0, 0.5, 1},
},
[1500] = {
name = "frozen (definition, 0 C)",
altitude = {min = -math.huge, max = math.huge},
temperature = {min = -math.huge, max = 0},
rainfall = {min = -math.huge, max = math.huge},
color = {1, 1, 1, 1},
},
[2000] = {
name = "snowline (middle estimate)",
altitude = {min = 4000, max = math.huge},
temperature = {min = -math.huge, max = math.huge},
rainfall = {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},
rainfall = {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},
rainfall = {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},
rainfall = {min = -math.huge, max = math.huge},
color = {0.67, 0.67, 0.5, 1},
},
}
local generate = function() local generate = function()
simplex.Seed(math.random())
local map = {} local map = {}
map.size = 500 map.size = 500
map.tile_size = 1 -- TODO tile_size really shouldn't be the responsibility of the map generator - it's a rendering detail, not a map feature map.tile_size = 1 -- TODO tile_size really shouldn't be the responsibility of the map generator - it's a rendering detail, not a map feature
map.altitude = {} -- TEMP only one noise map map.altitude = simplex_map.generate{ -- will be converted to meters
size = map.size, scale = 0.001, min = 0, max = 1,
octaves = 7, lacunarity = 2, gain = 0.5,
}
map.temperature = simplex_map.generate{ -- in celsius
-- -20 to 45 chosen by looking at the temperature range shown on https://openclimatemap.org/
size = map.size, scale = 0.005, min = 20, max = 65, -- approximate target extremes of -89.2 to 56.7
octaves = 2, lacunarity = 2, gain = 0.5,
}
map.rainfall = simplex_map.generate{ -- in millimeters of rainfall
size = map.size, scale = 0.005, -- min = 18, max = 3240,
octaves = 1, lacunarity = 2, gain = 0.5,
}
local function earthlike_altitude_adjustment(altitude)
-- TODO replace with a simpler function?
return 6099 - 114909 * altitude + 830891 * altitude^2 - 2.72e6 * altitude^3 + 4.19e6 * altitude^4 - 3.02e6 * altitude^5 + 815866 * altitude^6
end
local scale = 0.005
local min, max = math.huge, -math.huge
for x = 1, map.size do for x = 1, map.size do
map.altitude[x] = {}
for y = 1, map.size do for y = 1, map.size do
local value = simplex.Noise2D(x * scale, y * scale) map.altitude[x][y] = 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
end end
print("Altitude", "Min:", min, "Max:", max) map.altitude.min = simplex_map.min(map.altitude)
map.altitude.max = simplex_map.max(map.altitude)
-- TEMP hacked in copy to fix the issue so I can make sure everything is correct aaa local biome_order = {}
local function min(t) for order in pairs(biomes) do
local r = t[1][1] biome_order[#biome_order + 1] = order
for i=1,#t do
for j=1,#t[1] do
if r > t[i][j] then r = t[i][j] end
end
end
return r
end end
local function max(t) table.sort(biome_order)
local r = t[1][1]
for i=1,#t do
for j=1,#t[1] do
if r < t[i][j] then r = t[i][j] end
end
end
return r
end
local function normalize(map, new_min, new_max)
local minimum = min(map)
local initialRange = max(map) - minimum
local finalRange = new_max - new_min
for i = 1, #map do
for j = 1, #map[1] do
map[i][j] = (map[i][j] - minimum) / initialRange * finalRange + new_min
end
end
map.min = min(map)
map.max = max(map)
return map -- superfluous
end
normalize(map.altitude, 0, 1)
map.terrain = {} local radius_squared = (map.size / 2)^2
map.biome = {}
for x = 1, map.size do for x = 1, map.size do
map.terrain[x] = {} map.biome[x] = {}
for y = 1, map.size do for y = 1, map.size do
local value = map.altitude[x][y] if lume.distance(x, y, map.size / 2, map.size / 2, true) < radius_squared then
map.terrain[x][y] = {value, value, value, 1} local altitude = map.altitude[x][y]
local temperature = map.temperature[x][y]
local rainfall = map.rainfall[x][y]
-- modify temperature based on altitude
if altitude > 0 then
temperature = temperature - 0.0065 * altitude -- -6.5 C / km
else
temperature = temperature + altitude / 1000 -- -1 C / km (deep water adjustment)
end
-- modify temperature by latitude
local polar_distance = math.abs(y - (map.size / 2))^1.3 -- experimenting with slight non-linearity
local max_temperature_delta = 10
temperature = temperature - (polar_distance / map.size * 2 * max_temperature_delta)
-- 'save' temperature changes
map.temperature[x][y] = temperature
-- choose biome
for _, order in ipairs(biome_order) do
local biome = biomes[order]
if altitude >= biome.altitude.min and altitude <= biome.altitude.max then
if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
if rainfall >= biome.rainfall.min and rainfall <= biome.rainfall.max then
map.biome[x][y] = biome.color
break
end
end
end
end
else
-- clear non-planet zones
map.altitude[x][y] = nil
map.temperature[x][y] = nil
map.rainfall[x][y] = nil
end
end end
end end
-- NOTE this is missing the radius modifier, so it's a square map
return map return map
end end