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No files matched your search
@@ -8,14 +8,22 @@ Using the heightmap generator from here: https://github.com/TangentFoxy/heightma
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- [ ] Remove heightmap library
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- [ ] Update ReadMe
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- [ ] ReadMe should also point out where the simplex implementation comes from
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- [ ] Update the `simplex` library to the latest version with FBM
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- [ ] Round the new map generator to a planet shape
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- [x] Update the `simplex` library to the latest version with FBM
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- [x] Round the new map generator to a planet shape
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- [ ] Move `tile_size` out of the map generator (this is a render feature, not a map feature)
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- [ ] Turn the new map gen into a wrapper kind of like my heightmap wrapper? (This is sorta already done in a sloppy way.)
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- [x] Turn the new map gen into a wrapper kind of like my heightmap wrapper? (This is sorta already done in a sloppy way.)
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- [ ] Rebuild the multi-noise map system.
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- [ ] Renormalize to Earth extremes. :D (This will probably give bad initial results and need extensive changes.)
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- [ ] Use a spreadsheet to map -0.9 to 0.9 to find a mapping function to modify initial values to realistic height ranges!
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- [ ] Rename `humidity` to `rainfall`.
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- [x] Use a spreadsheet to map -0.9 to 0.9 to find a mapping function to modify initial values to realistic height ranges!
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(This was done with -1 to 1)
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- [x] Rename `humidity` to `rainfall`.
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- [ ] make documentation of how this is all working so I can remember when I forget to work on it for a while
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### Long-Term
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- [ ] Do all terrain generation within a radius check so unnecessary work isn't done and discarded.
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- [ ] Terrain generation steps should happen within a single loop wherever possible?
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## Reference
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- Out of 52 seeds randomly tested, the current code creates a temperature range between -80.64 and 33.78 C.
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(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.)
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@@ -0,0 +1,62 @@
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DDG summary:
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aquatic -> freshwater / marine,
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grassland (2nd largest?),
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forest -> tropical / temperate,
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desert,
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tundra,
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---
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Wikipedia:
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ice sheet / polar desert,
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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),
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taiga (boreal forest, snow forest, coniferous forest; pines, spruces, larches; largest land biome),
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temperate broadleaf forest,
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temperate steppe and savanna,
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subtropical evergreen forest,
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Mediterranean vegetation,
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monsoon forests and mosaic,
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arid desert,
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xeric shrubland,
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dry steppe and thorn forest,
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semiarid desert,
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grass savanna,
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tree savanna,
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dry forest and woodland savanna,
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tropical rainforest (evergreen?),
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alpine tundra,
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montane forests and grasslands,
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- what variables control whether it develops a forest or grassland?
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alts:
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deciduous forest (not evergreen - can be cold or dry to cause leaves to fall; trees, shrubs, perennials),
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high plateaus (flat raised plains),
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---
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savanna seems to just mean grassland with some shrubs and trees? (dry)
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steppe is grasslands with NO trees (dry, often cold)
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meadow is wet grasslands
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hypoxic / anoxic waters FORM dead zones (nutrient concentration -> bloom, low water movement, high temperature; deepest waters?), gyre centers (ocean currents)
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- use of absolute deepest water as a shortcut should be fine,
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- use of highest temperature in water would also be a decent shortcut
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("continentalness" may be useful)
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tropical just means low latitude - these are small
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montane just means mountain
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(one mm of rainfall == 1 L/m^3)
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---
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coastal forest? (tropical moist broadleaf)
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montanes are often forested?
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what's the difference between a swamp and marsh? and bog?
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I should sprinkle volcanoes in (but that would work better with some kind of fault sim)
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- these form jungle/forest easier? more nutrients in soil
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what's a moorland?
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jungle vs rainforest?
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rifts and rivers?
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temperature should decrease by 0.0065 per meter (but this only holds above water?)
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@@ -0,0 +1,27 @@
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local running_average = {
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trackers = {}
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}
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local trackers = running_average.trackers
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running_average.track = function(name, value)
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if not trackers[name] then
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trackers[name] = { running_total = 0, count = 0, }
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end
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local track = trackers[name]
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track.running_total = track.running_total + value
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track.count = track.count + 1
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return track.running_total / track.count
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end
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running_average.average = function(name)
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return trackers[name] and trackers[name].running_total / trackers[name].count
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end
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running_average.count = function(name)
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return trackers[name] and trackers[name].count
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end
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return running_average
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+88
-71
@@ -82,14 +82,14 @@ local sim = {
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{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
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local function Dot2D(tbl, x, y)
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return tbl[1]*x + tbl[2]*y;
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return tbl[1]*x + tbl[2]*y;
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end
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local function Dot3D(tbl, x, y, z)
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return tbl[1]*x + tbl[2]*y + tbl[3]*z
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end
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local function Dot4D( tbl, x,y,z,w)
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local function Dot4D( tbl, x,y,z,w)
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return tbl[1]*x + tbl[2]*y + tbl[3]*z + tbl[3]*w;
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end
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@@ -99,7 +99,7 @@ local Prev2D = {}
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-- 2D simplex noise
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function simplex.Noise2D(xin, yin)
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if simplex.internalCache and Prev2D[xin] and Prev2D[xin][yin] then return Prev2D[xin][yin] end
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if simplex.internalCache and Prev2D[xin] and Prev2D[xin][yin] then return Prev2D[xin][yin] end
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local n0, n1, n2; -- Noise contributions from the three corners
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-- Skew the input space to determine which simplex cell we're in
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@@ -108,24 +108,24 @@ function simplex.Noise2D(xin, yin)
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local i = math.floor(xin+s);
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local j = math.floor(yin+s);
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local G2 = (3.0-math.sqrt(3.0))/6.0;
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local t = (i+j)*G2;
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local X0 = i-t; -- Unskew the cell origin back to (x,y) space
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local Y0 = j-t;
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local x0 = xin-X0; -- The x,y distances from the cell origin
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local y0 = yin-Y0;
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-- For the 2D case, the simplex shape is an equilateral triangle.
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-- Determine which simplex we are in.
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local i1, j1; -- Offsets for second (middle) corner of simplex in (i,j) coords
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if(x0>y0) then
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i1=1
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if(x0>y0) then
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i1=1
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j1=0 -- lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else
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i1=0
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j1=1 -- upper triangle, YX order: (0,0)->(0,1)->(1,1)
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end
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-- A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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-- a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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-- c = (3-sqrt(3))/6
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@@ -144,13 +144,13 @@ function simplex.Noise2D(xin, yin)
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-- Calculate the contribution from the three corners
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local t0 = 0.5 - x0*x0-y0*y0;
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if t0<0 then
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if t0<0 then
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n0 = 0.0;
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else
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t0 = t0 * t0
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n0 = t0 * t0 * Dot2D(Gradients3D[gi0], x0, y0); -- (x,y) of Gradients3D used for 2D gradient
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end
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local t1 = 0.5 - x1*x1-y1*y1;
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if (t1<0) then
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n1 = 0.0;
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@@ -158,7 +158,7 @@ function simplex.Noise2D(xin, yin)
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t1 = t1*t1
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n1 = t1 * t1 * Dot2D(Gradients3D[gi1], x1, y1);
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end
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local t2 = 0.5 - x2*x2-y2*y2;
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if (t2<0) then
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n2 = 0.0;
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@@ -167,17 +167,17 @@ function simplex.Noise2D(xin, yin)
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n2 = t2 * t2 * Dot2D(Gradients3D[gi2], x2, y2);
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end
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-- Add contributions from each corner to get the final noise value.
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-- The result is scaled to return values in the localerval [-1,1].
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local retval = 70.0 * (n0 + n1 + n2)
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if simplex.internalCache then
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if not Prev2D[xin] then Prev2D[xin] = {} end
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Prev2D[xin][yin] = retval
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end
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return retval;
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end
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@@ -185,127 +185,127 @@ local Prev3D = {}
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-- 3D simplex noise
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function simplex.Noise3D(xin, yin, zin)
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if simplex.internalCache and Prev3D[xin] and Prev3D[xin][yin] and Prev3D[xin][yin][zin] then return Prev3D[xin][yin][zin] end
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local n0, n1, n2, n3; -- Noise contributions from the four corners
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-- Skew the input space to determine which simplex cell we're in
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local F3 = 1.0/3.0;
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local s = (xin+yin+zin)*F3; -- Very nice and simple skew factor for 3D
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local i = math.floor(xin+s);
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local j = math.floor(yin+s);
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local k = math.floor(zin+s);
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local G3 = 1.0/6.0; -- Very nice and simple unskew factor, too
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local t = (i+j+k)*G3;
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local X0 = i-t; -- Unskew the cell origin back to (x,y,z) space
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local Y0 = j-t;
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local Z0 = k-t;
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local x0 = xin-X0; -- The x,y,z distances from the cell origin
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local y0 = yin-Y0;
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local z0 = zin-Z0;
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||||
|
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-- For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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-- Determine which simplex we are in.
|
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local i1, j1, k1; -- Offsets for second corner of simplex in (i,j,k) coords
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local i2, j2, k2; -- Offsets for third corner of simplex in (i,j,k) coords
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if (x0>=y0) then
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if (y0>=z0) then
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i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; -- X Y Z order
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elseif (x0>=z0) then
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i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; -- X Z Y order
|
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else
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else
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i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; -- Z X Y order
|
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end
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else -- x0<y0
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if (y0<z0) then
|
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if (y0<z0) then
|
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i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; -- Z Y X order
|
||||
elseif (x0<z0) then
|
||||
elseif (x0<z0) then
|
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i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; -- Y Z X order
|
||||
else
|
||||
else
|
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i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; -- Y X Z order
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
|
||||
-- a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
|
||||
-- a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
|
||||
-- c = 1/6.
|
||||
|
||||
|
||||
local x1 = x0 - i1 + G3; -- Offsets for second corner in (x,y,z) coords
|
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local y1 = y0 - j1 + G3;
|
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local z1 = z0 - k1 + G3;
|
||||
|
||||
|
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local x2 = x0 - i2 + 2.0*G3; -- Offsets for third corner in (x,y,z) coords
|
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local y2 = y0 - j2 + 2.0*G3;
|
||||
local z2 = z0 - k2 + 2.0*G3;
|
||||
|
||||
|
||||
local x3 = x0 - 1.0 + 3.0*G3; -- Offsets for last corner in (x,y,z) coords
|
||||
local y3 = y0 - 1.0 + 3.0*G3;
|
||||
local z3 = z0 - 1.0 + 3.0*G3;
|
||||
|
||||
|
||||
-- Work out the hashed gradient indices of the four simplex corners
|
||||
local ii = math.floor(i % 255)
|
||||
local jj = math.floor(j % 255)
|
||||
local kk = math.floor(k % 255)
|
||||
|
||||
|
||||
local gi0 = perm[ii+perm[jj+perm[kk]]] % 12;
|
||||
local gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1]]] % 12;
|
||||
local gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2]]] % 12;
|
||||
local gi3 = perm[ii+1+perm[jj+1+perm[kk+1]]] % 12;
|
||||
|
||||
|
||||
-- Calculate the contribution from the four corners
|
||||
local t0 = 0.5 - x0*x0 - y0*y0 - z0*z0;
|
||||
|
||||
|
||||
if (t0<0) then
|
||||
n0 = 0.0;
|
||||
else
|
||||
else
|
||||
t0 = t0*t0;
|
||||
n0 = t0 * t0 * Dot3D(Gradients3D[gi0], x0, y0, z0);
|
||||
end
|
||||
|
||||
|
||||
local t1 = 0.5 - x1*x1 - y1*y1 - z1*z1;
|
||||
|
||||
if (t1<0) then
|
||||
|
||||
if (t1<0) then
|
||||
n1 = 0.0;
|
||||
else
|
||||
t1 = t1*t1;
|
||||
n1 = t1 * t1 * Dot3D(Gradients3D[gi1], x1, y1, z1);
|
||||
end
|
||||
|
||||
|
||||
local t2 = 0.5 - x2*x2 - y2*y2 - z2*z2;
|
||||
|
||||
if (t2<0) then
|
||||
|
||||
if (t2<0) then
|
||||
n2 = 0.0;
|
||||
else
|
||||
t2 = t2*t2;
|
||||
n2 = t2 * t2 * Dot3D(Gradients3D[gi2], x2, y2, z2);
|
||||
end
|
||||
|
||||
|
||||
local t3 = 0.5 - x3*x3 - y3*y3 - z3*z3;
|
||||
|
||||
if (t3<0) then
|
||||
|
||||
if (t3<0) then
|
||||
n3 = 0.0;
|
||||
else
|
||||
t3 = t3*t3;
|
||||
n3 = t3 * t3 * Dot3D(Gradients3D[gi3], x3, y3, z3);
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
-- Add contributions from each corner to get the final noise value.
|
||||
-- The result is scaled to stay just inside [-1,1]
|
||||
local retval = 32.0*(n0 + n1 + n2 + n3)
|
||||
|
||||
|
||||
if simplex.internalCache then
|
||||
if not Prev3D[xin] then Prev3D[xin] = {} end
|
||||
if not Prev3D[xin][yin] then Prev3D[xin][yin] = {} end
|
||||
Prev3D[xin][yin][zin] = retval
|
||||
end
|
||||
|
||||
|
||||
return retval;
|
||||
end
|
||||
|
||||
@@ -315,7 +315,7 @@ local Prev4D = {}
|
||||
function simplex.Noise4D(x,y,z,w)
|
||||
|
||||
if simplex.internalCache and Prev4D[x] and Prev4D[x][y] and Prev4D[x][y][z] and Prev4D[x][y][z][w] then return Prev4D[x][y][z][w] end
|
||||
|
||||
|
||||
-- The skewing and unskewing factors are hairy again for the 4D case
|
||||
local F4 = (math.sqrt(5.0)-1.0)/4.0;
|
||||
local G4 = (5.0-math.sqrt(5.0))/20.0;
|
||||
@@ -353,13 +353,13 @@ function simplex.Noise4D(x,y,z,w)
|
||||
local i1, j1, k1, l1; -- The localeger offsets for the second simplex corner
|
||||
local i2, j2, k2, l2; -- The localeger offsets for the third simplex corner
|
||||
local i3, j3, k3, l3; -- The localeger offsets for the fourth simplex corner
|
||||
|
||||
|
||||
-- sim[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
|
||||
-- Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
|
||||
-- impossible. Only the 24 indices which have non-zero entries make any sense.
|
||||
-- We use a thresholding to set the coordinates in turn from the largest magnitude.
|
||||
-- The number 3 in the "sim" array is at the position of the largest coordinate.
|
||||
|
||||
|
||||
i1 = sim[c][1]>=3 and 1 or 0;
|
||||
j1 = sim[c][2]>=3 and 1 or 0;
|
||||
k1 = sim[c][3]>=3 and 1 or 0;
|
||||
@@ -391,7 +391,7 @@ function simplex.Noise4D(x,y,z,w)
|
||||
local y4 = y0 - 1.0 + 4.0*G4;
|
||||
local z4 = z0 - 1.0 + 4.0*G4;
|
||||
local w4 = w0 - 1.0 + 4.0*G4;
|
||||
|
||||
|
||||
-- Work out the hashed gradient indices of the five simplex corners
|
||||
local ii = math.floor(i % 255)
|
||||
local jj = math.floor(j % 255)
|
||||
@@ -402,8 +402,8 @@ function simplex.Noise4D(x,y,z,w)
|
||||
local gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32;
|
||||
local gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32;
|
||||
local gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32;
|
||||
|
||||
|
||||
|
||||
|
||||
-- Calculate the contribution from the five corners
|
||||
local t0 = 0.5 - x0*x0 - y0*y0 - z0*z0 - w0*w0;
|
||||
if (t0<0) then
|
||||
@@ -412,15 +412,15 @@ function simplex.Noise4D(x,y,z,w)
|
||||
t0 = t0*t0;
|
||||
n0 = t0 * t0 * Dot4D(Gradients4D[gi0], x0, y0, z0, w0);
|
||||
end
|
||||
|
||||
|
||||
local t1 = 0.5 - x1*x1 - y1*y1 - z1*z1 - w1*w1;
|
||||
if (t1<0) then
|
||||
n1 = 0.0;
|
||||
else
|
||||
else
|
||||
t1 = t1*t1;
|
||||
n1 = t1 * t1 * Dot4D(Gradients4D[gi1], x1, y1, z1, w1);
|
||||
end
|
||||
|
||||
|
||||
local t2 = 0.5 - x2*x2 - y2*y2 - z2*z2 - w2*w2;
|
||||
if (t2<0) then
|
||||
n2 = 0.0;
|
||||
@@ -428,15 +428,15 @@ function simplex.Noise4D(x,y,z,w)
|
||||
t2 = t2*t2;
|
||||
n2 = t2 * t2 * Dot4D(Gradients4D[gi2], x2, y2, z2, w2);
|
||||
end
|
||||
|
||||
|
||||
local t3 = 0.5 - x3*x3 - y3*y3 - z3*z3 - w3*w3;
|
||||
if (t3<0) then
|
||||
n3 = 0.0;
|
||||
else
|
||||
else
|
||||
t3 = t3*t3;
|
||||
n3 = t3 * t3 * Dot4D(Gradients4D[gi3], x3, y3, z3, w3);
|
||||
end
|
||||
|
||||
|
||||
local t4 = 0.5 - x4*x4 - y4*y4 - z4*z4 - w4*w4;
|
||||
if (t4<0) then
|
||||
n4 = 0.0;
|
||||
@@ -444,22 +444,22 @@ function simplex.Noise4D(x,y,z,w)
|
||||
t4 = t4*t4;
|
||||
n4 = t4 * t4 * Dot4D(Gradients4D[gi4], x4, y4, z4, w4);
|
||||
end
|
||||
|
||||
|
||||
-- Sum up and scale the result to cover the range [-1,1]
|
||||
|
||||
|
||||
local retval = 27.0 * (n0 + n1 + n2 + n3 + n4)
|
||||
|
||||
|
||||
if simplex.internalCache then
|
||||
if not Prev4D[x] then Prev4D[x] = {} end
|
||||
if not Prev4D[x][y] then Prev4D[x][y] = {} end
|
||||
if not Prev4D[x][y][z] then Prev4D[x][y][z] = {} end
|
||||
Prev4D[x][y][z][w] = retval
|
||||
end
|
||||
|
||||
|
||||
return retval;
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
local e = 2.71828182845904523536
|
||||
|
||||
@@ -469,14 +469,14 @@ function simplex.GBlur2D(x,y,stdDev)
|
||||
if simplex.internalCache and PrevBlur2D[x] and PrevBlur2D[x][y] and PrevBlur2D[x][y][stdDev] then return PrevBlur2D[x][y][stdDev] end
|
||||
local pwr = ((x^2+y^2)/(2*(stdDev^2)))*-1
|
||||
local ret = (1/(2*math.pi*(stdDev^2)))*(e^pwr)
|
||||
|
||||
|
||||
if simplex.internalCache then
|
||||
if not PrevBlur2D[x] then PrevBlur2D[x] = {} end
|
||||
if not PrevBlur2D[x][y] then PrevBlur2D[x][y] = {} end
|
||||
PrevBlur2D[x][y][stdDev] = ret
|
||||
end
|
||||
return ret
|
||||
end
|
||||
end
|
||||
|
||||
local PrevBlur1D = {}
|
||||
|
||||
@@ -497,7 +497,7 @@ function simplex.FractalSum(func, iter, ...)
|
||||
for i=1,iter do
|
||||
local power = 2^iter
|
||||
local s = power/i
|
||||
|
||||
|
||||
local scaled = {}
|
||||
for elem in ipairs({...}) do
|
||||
table.insert(scaled, elem*s)
|
||||
@@ -512,7 +512,7 @@ function simplex.FractalSumAbs(func, iter, ...)
|
||||
for i=1,iter do
|
||||
local power = 2^iter
|
||||
local s = power/i
|
||||
|
||||
|
||||
local scaled = {}
|
||||
for elem in ipairs({...}) do
|
||||
table.insert(scaled, elem*s)
|
||||
@@ -527,7 +527,7 @@ function simplex.Turbulence(func, direction, iter, ...)
|
||||
for i=1,iter do
|
||||
local power = 2^iter
|
||||
local s = power/i
|
||||
|
||||
|
||||
local scaled = {}
|
||||
for elem in ipairs({...}) do
|
||||
table.insert(scaled, elem*s)
|
||||
@@ -556,4 +556,21 @@ function simplex.Seed(seed)
|
||||
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
|
||||
@@ -0,0 +1,77 @@
|
||||
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.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
|
||||
map.min = simplex_map.min(map)
|
||||
map.max = simplex_map.max(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
@@ -1,11 +1,19 @@
|
||||
math.randomseed(os.time())
|
||||
|
||||
local map_generator = require "map_nextgen"
|
||||
local lovebird = require "lib.lovebird"
|
||||
local lume = require "lib.lume"
|
||||
local running_average = require "lib.running_average"
|
||||
local simplex_map = require "lib.simplex_map"
|
||||
|
||||
local map
|
||||
|
||||
love.load = function()
|
||||
map = map_generator.generate()
|
||||
map.temperature.min = simplex_map.min(map.temperature)
|
||||
map.temperature.max = simplex_map.max(map.temperature)
|
||||
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
|
||||
|
||||
@@ -66,10 +74,11 @@ love.draw = function()
|
||||
|
||||
for x = 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.terrain[x][y]
|
||||
-- local value = map.biome[x][y]
|
||||
local value = map.temperature[x][y]
|
||||
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)
|
||||
end
|
||||
end
|
||||
@@ -81,5 +90,9 @@ love.keypressed = function(key)
|
||||
love.event.quit()
|
||||
elseif key == "r" then
|
||||
love.load()
|
||||
elseif key == "=" then
|
||||
map.tile_size = map.tile_size * 2
|
||||
elseif key == "-" then
|
||||
map.tile_size = map.tile_size / 2
|
||||
end
|
||||
end
|
||||
+112
-50
@@ -1,73 +1,135 @@
|
||||
-- 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
|
||||
[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},
|
||||
},
|
||||
[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()
|
||||
simplex.Seed(math.random())
|
||||
|
||||
local map = {}
|
||||
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.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 = 45, -- approximate target extremes of -89.2 to 56.7
|
||||
octaves = 1, 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
|
||||
map.altitude[x] = {}
|
||||
for y = 1, map.size do
|
||||
local value = simplex.Noise2D(x * scale, y * scale)
|
||||
if value > max then max = value end
|
||||
if value < min then min = value end
|
||||
map.altitude[x][y] = value
|
||||
map.altitude[x][y] = earthlike_altitude_adjustment(map.altitude[x][y])
|
||||
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 function min(t)
|
||||
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
|
||||
local biome_order = {}
|
||||
for order in pairs(biomes) do
|
||||
biome_order[#biome_order + 1] = order
|
||||
end
|
||||
local function max(t)
|
||||
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)
|
||||
table.sort(biome_order)
|
||||
|
||||
map.terrain = {}
|
||||
local radius_squared = (map.size / 2)^2
|
||||
map.biome = {}
|
||||
for x = 1, map.size do
|
||||
map.terrain[x] = {}
|
||||
map.biome[x] = {}
|
||||
for y = 1, map.size do
|
||||
local value = map.altitude[x][y]
|
||||
map.terrain[x][y] = {value, value, value, 1}
|
||||
if lume.distance(x, y, map.size / 2, map.size / 2, 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
|
||||
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))^1.1 -- experimenting with slight non-linearity
|
||||
local max_temperature_delta = 40
|
||||
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
|
||||
|
||||
-- NOTE this is missing the radius modifier, so it's a square map
|
||||
|
||||
return map
|
||||
end
|
||||
|
||||
|
||||
Reference in new issue
Block a user