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+13 -5
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@@ -8,14 +8,22 @@ Using the heightmap generator from here: https://github.com/TangentFoxy/heightma
- [ ] 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
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@@ -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?)
+27
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@@ -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
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@@ -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
+77
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@@ -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
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@@ -1,11 +1,19 @@
math.randomseed(os.time())
local map_generator = require "map_nextgen" local map_generator = require "map_nextgen"
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()
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 -- if true then return end
@@ -66,10 +74,11 @@ 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.biome[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 +90,9 @@ love.keypressed = function(key)
love.event.quit() love.event.quit()
elseif key == "r" then elseif key == "r" then
love.load() love.load()
elseif key == "=" then
map.tile_size = map.tile_size * 2
elseif key == "-" then
map.tile_size = map.tile_size / 2
end end
end end
+37 -71
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@@ -1,71 +1,7 @@
-- NOTE the API of this file should probably change? -- NOTE the API of this file should probably change?
local lume = require "lib.lume" local lume = require "lib.lume"
local simplex = require "lib.simplex" local simplex_map = require "lib.simplex_map"
local simplex_map = {}
simplex_map.min = function(map)
local r = map[1][1]
for i=1,#map do
for j=1,#map[1] do
if r > map[i][j] then r = map[i][j] end
end
end
return r
end
simplex_map.max = function(map)
local r = map[1][1]
for i=1,#map do
for j=1,#map[1] do
if r < map[i][j] then r = map[i][j] 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)
if type(size) == "table" then
scale = size.scale
min = size.min
max = size.max
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.Noise2D(x * scale, y * scale)
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
local biomes = { local biomes = {
-- biomes are checked in order, with the first candidate always being selected -- biomes are checked in order, with the first candidate always being selected
@@ -117,9 +53,19 @@ local generate = function()
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 = simplex_map.generate(map.size, 0.005, 0, 1) -- meters map.altitude = simplex_map.generate{ -- will be converted to meters
map.temperature = simplex_map.generate(map.size, 0.005, -89.2, 56.7) -- celsius size = map.size, scale = 0.001, min = 0, max = 1,
map.rainfall = simplex_map.generate(map.size, 0.005, 18, 3240) -- millimeters rainfall 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) local function earthlike_altitude_adjustment(altitude)
-- TODO replace with a simpler function? -- TODO replace with a simpler function?
@@ -146,13 +92,28 @@ local generate = function()
map.biome[x] = {} map.biome[x] = {}
for y = 1, map.size do for y = 1, map.size do
if lume.distance(x, y, map.size / 2, map.size / 2, true) < radius_squared then 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 for _, order in ipairs(biome_order) do
local biome = biomes[order] local biome = biomes[order]
local altitude = map.altitude[x][y]
if altitude >= biome.altitude.min and altitude <= biome.altitude.max then 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 if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
local rainfall = map.rainfall[x][y]
if rainfall >= biome.rainfall.min and rainfall <= biome.rainfall.max then if rainfall >= biome.rainfall.min and rainfall <= biome.rainfall.max then
map.biome[x][y] = biome.color map.biome[x][y] = biome.color
break break
@@ -160,6 +121,11 @@ local generate = function()
end end
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 end