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Author SHA1 Message Date
tangent 9c4a492d71 temperature affected by latitude, non-linearly 2026-08-19 22:30:28 -06:00
tangent dfcebbea6c goddammit git I TOLD you to commit this 2026-08-19 21:55:51 -06:00
tangent b3d8ca7f10 a more reasonable temperature range to START from 2026-08-19 17:17:37 -06:00
tangent 44e67966f0 started working on temperature range corrections 2026-08-19 13:53:38 -06:00
tangent c9a49eba48 Add disorganized biome notes.txt 2026-08-19 12:16:04 -06:00
tangent 03fd2ea05e setup to start modifying other maps 2026-08-19 01:59:25 -06:00
tangent c04b9d4574 better sizing of current status 2026-08-19 00:20:16 -06:00
tangent 4484e5be27 almost forgot to commit today 2026-08-18 23:54:35 -06:00
tangent 3b43fecc3b reorganizing map gen into modules-ish 2026-08-18 14:39:54 -06:00
tangent 200a3f7587 import issues/tasks from 2026-08-15 2026-08-16 15:30:28 -06:00
tangent a695a37bf7 finally added simplex noise, but broke everything else 2026-08-15 02:48:33 -06:00
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
tangent f33d6f2428 Ice shouldn't form at low altitude because it should be ocean 2026-07-19 11:28:01 -06:00
tangent 6aad8657c9 Add ReadMe.md 2026-07-19 10:19:36 -06:00
tangent eb0c1721da overview 2026-07-19 09:29:54 -06:00
tangent bcfadc4800 better biomes, but not balanced 2026-07-19 08:30:06 -06:00
tangent cf72109178 biomes defined in a better structure 2026-07-19 08:13:30 -06:00
8 changed files with 1150 additions and 100 deletions

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# OrangeDream
Eventually, it's supposed to be a survival/crafting game with space travel. Hence why it's world-shaped.
Using the heightmap generator from here: https://github.com/TangentFoxy/heightmap
## Tasks
- [ ] Make a GitHub mirror for this repo.
- [ ] Remove heightmap library
- [ ] Update ReadMe
- [ ] ReadMe should also point out where the simplex implementation comes from
- [x] Update the `simplex` library to the latest version with FBM
- [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)
- [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.
- [ ] Renormalize to Earth extremes. :D (This will probably give bad initial results and need extensive changes.)
- [x] Use a spreadsheet to map -0.9 to 0.9 to find a mapping function to modify initial values to realistic height ranges!
(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
### 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.)
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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?)
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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
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-----------------------------------------------
---Simplex Noise
-- Original Java Source: http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
-- (most) Original comments included
-----------------------------------------------
local math = math
local table = table
local tonumber = tonumber
local ipairs = ipairs
local error = error
local simplex = {}
simplex.DIR_X = 0
simplex.DIR_Y = 1
simplex.DIR_Z = 2
simplex.DIR_W = 3
simplex.internalCache = false
local Gradients3D = {{1,1,0},{-1,1,0},{1,-1,0},{-1,-1,0},
{1,0,1},{-1,0,1},{1,0,-1},{-1,0,-1},
{0,1,1},{0,-1,1},{0,1,-1},{0,-1,-1}};
local Gradients4D = {{0,1,1,1}, {0,1,1,-1}, {0,1,-1,1}, {0,1,-1,-1},
{0,-1,1,1}, {0,-1,1,-1}, {0,-1,-1,1}, {0,-1,-1,-1},
{1,0,1,1}, {1,0,1,-1}, {1,0,-1,1}, {1,0,-1,-1},
{-1,0,1,1}, {-1,0,1,-1}, {-1,0,-1,1}, {-1,0,-1,-1},
{1,1,0,1}, {1,1,0,-1}, {1,-1,0,1}, {1,-1,0,-1},
{-1,1,0,1}, {-1,1,0,-1}, {-1,-1,0,1}, {-1,-1,0,-1},
{1,1,1,0}, {1,1,-1,0}, {1,-1,1,0}, {1,-1,-1,0},
{-1,1,1,0}, {-1,1,-1,0}, {-1,-1,1,0}, {-1,-1,-1,0}};
local p = {151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180};
-- To remove the need for index wrapping, double the permutation table length
for i=1,#p do
p[i-1] = p[i]
p[i] = nil
end
for i=1,#Gradients3D do
Gradients3D[i-1] = Gradients3D[i]
Gradients3D[i] = nil
end
for i=1,#Gradients4D do
Gradients4D[i-1] = Gradients4D[i]
Gradients4D[i] = nil
end
local perm = {}
for i=0,255 do
perm[i] = p[i]
perm[i+256] = p[i]
end
-- A lookup table to traverse the sim around a given point in 4D.
-- Details can be found where this table is used, in the 4D noise method.
local sim = {
{0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
{0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
{1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
{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}};
local function Dot2D(tbl, x, y)
return tbl[1]*x + tbl[2]*y;
end
local function Dot3D(tbl, x, y, z)
return tbl[1]*x + tbl[2]*y + tbl[3]*z
end
local function Dot4D( tbl, x,y,z,w)
return tbl[1]*x + tbl[2]*y + tbl[3]*z + tbl[3]*w;
end
local Prev2D = {}
-- 2D simplex noise
function simplex.Noise2D(xin, yin)
if simplex.internalCache and Prev2D[xin] and Prev2D[xin][yin] then return Prev2D[xin][yin] end
local n0, n1, n2; -- Noise contributions from the three corners
-- Skew the input space to determine which simplex cell we're in
local F2 = 0.5*(math.sqrt(3.0)-1.0);
local s = (xin+yin)*F2; -- Hairy factor for 2D
local i = math.floor(xin+s);
local j = math.floor(yin+s);
local G2 = (3.0-math.sqrt(3.0))/6.0;
local t = (i+j)*G2;
local X0 = i-t; -- Unskew the cell origin back to (x,y) space
local Y0 = j-t;
local x0 = xin-X0; -- The x,y distances from the cell origin
local y0 = yin-Y0;
-- For the 2D case, the simplex shape is an equilateral triangle.
-- Determine which simplex we are in.
local i1, j1; -- Offsets for second (middle) corner of simplex in (i,j) coords
if(x0>y0) then
i1=1
j1=0 -- lower triangle, XY order: (0,0)->(1,0)->(1,1)
else
i1=0
j1=1 -- upper triangle, YX order: (0,0)->(0,1)->(1,1)
end
-- A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
-- a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
-- c = (3-sqrt(3))/6
local x1 = x0 - i1 + G2; -- Offsets for middle corner in (x,y) unskewed coords
local y1 = y0 - j1 + G2;
local x2 = x0 - 1.0 + 2.0 * G2; -- Offsets for last corner in (x,y) unskewed coords
local y2 = y0 - 1.0 + 2.0 * G2;
-- Work out the hashed gradient indices of the three simplex corners
local ii = math.floor(i % 255)
local jj = math.floor(j % 255)
local gi0 = perm[ii+perm[jj]] % 12;
local gi1 = perm[ii+i1+perm[jj+j1]] % 12;
local gi2 = perm[ii+1+perm[jj+1]] % 12;
-- Calculate the contribution from the three corners
local t0 = 0.5 - x0*x0-y0*y0;
if t0<0 then
n0 = 0.0;
else
t0 = t0 * t0
n0 = t0 * t0 * Dot2D(Gradients3D[gi0], x0, y0); -- (x,y) of Gradients3D used for 2D gradient
end
local t1 = 0.5 - x1*x1-y1*y1;
if (t1<0) then
n1 = 0.0;
else
t1 = t1*t1
n1 = t1 * t1 * Dot2D(Gradients3D[gi1], x1, y1);
end
local t2 = 0.5 - x2*x2-y2*y2;
if (t2<0) then
n2 = 0.0;
else
t2 = t2*t2
n2 = t2 * t2 * Dot2D(Gradients3D[gi2], x2, y2);
end
-- Add contributions from each corner to get the final noise value.
-- The result is scaled to return values in the localerval [-1,1].
local retval = 70.0 * (n0 + n1 + n2)
if simplex.internalCache then
if not Prev2D[xin] then Prev2D[xin] = {} end
Prev2D[xin][yin] = retval
end
return retval;
end
local Prev3D = {}
-- 3D simplex noise
function simplex.Noise3D(xin, yin, zin)
if simplex.internalCache and Prev3D[xin] and Prev3D[xin][yin] and Prev3D[xin][yin][zin] then return Prev3D[xin][yin][zin] end
local n0, n1, n2, n3; -- Noise contributions from the four corners
-- Skew the input space to determine which simplex cell we're in
local F3 = 1.0/3.0;
local s = (xin+yin+zin)*F3; -- Very nice and simple skew factor for 3D
local i = math.floor(xin+s);
local j = math.floor(yin+s);
local k = math.floor(zin+s);
local G3 = 1.0/6.0; -- Very nice and simple unskew factor, too
local t = (i+j+k)*G3;
local X0 = i-t; -- Unskew the cell origin back to (x,y,z) space
local Y0 = j-t;
local Z0 = k-t;
local x0 = xin-X0; -- The x,y,z distances from the cell origin
local y0 = yin-Y0;
local z0 = zin-Z0;
-- For the 3D case, the simplex shape is a slightly irregular tetrahedron.
-- Determine which simplex we are in.
local i1, j1, k1; -- Offsets for second corner of simplex in (i,j,k) coords
local i2, j2, k2; -- Offsets for third corner of simplex in (i,j,k) coords
if (x0>=y0) then
if (y0>=z0) then
i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; -- X Y Z order
elseif (x0>=z0) then
i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; -- X Z Y order
else
i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; -- Z X Y order
end
else -- x0<y0
if (y0<z0) then
i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; -- Z Y X order
elseif (x0<z0) then
i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; -- Y Z X order
else
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
local y1 = y0 - j1 + G3;
local z1 = z0 - k1 + G3;
local x2 = x0 - i2 + 2.0*G3; -- Offsets for third corner in (x,y,z) coords
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
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
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
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
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
local Prev4D = {}
-- 4D simplex noise
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;
local n0, n1, n2, n3, n4; -- Noise contributions from the five corners
-- Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
local s = (x + y + z + w) * F4; -- Factor for 4D skewing
local i = math.floor(x + s);
local j = math.floor(y + s);
local k = math.floor(z + s);
local l = math.floor(w + s);
local t = (i + j + k + l) * G4; -- Factor for 4D unskewing
local X0 = i - t; -- Unskew the cell origin back to (x,y,z,w) space
local Y0 = j - t;
local Z0 = k - t;
local W0 = l - t;
local x0 = x - X0; -- The x,y,z,w distances from the cell origin
local y0 = y - Y0;
local z0 = z - Z0;
local w0 = w - W0;
-- For the 4D case, the simplex is a 4D shape I won't even try to describe.
-- To find out which of the 24 possible simplices we're in, we need to
-- determine the magnitude ordering of x0, y0, z0 and w0.
-- The method below is a good way of finding the ordering of x,y,z,w and
-- then find the correct traversal order for the simplex we're in.
-- First, six pair-wise comparisons are performed between each possible pair
-- of the four coordinates, and the results are used to add up binary bits
-- for an localeger index.
local c1 = (x0 > y0) and 32 or 1;
local c2 = (x0 > z0) and 16 or 1;
local c3 = (y0 > z0) and 8 or 1;
local c4 = (x0 > w0) and 4 or 1;
local c5 = (y0 > w0) and 2 or 1;
local c6 = (z0 > w0) and 1 or 1;
local c = c1 + c2 + c3 + c4 + c5 + c6;
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;
l1 = sim[c][4]>=3 and 1 or 0;
-- The number 2 in the "sim" array is at the second largest coordinate.
i2 = sim[c][1]>=2 and 1 or 0;
j2 = sim[c][2]>=2 and 1 or 0;
k2 = sim[c][3]>=2 and 1 or 0;
l2 = sim[c][4]>=2 and 1 or 0;
-- The number 1 in the "sim" array is at the second smallest coordinate.
i3 = sim[c][1]>=1 and 1 or 0;
j3 = sim[c][2]>=1 and 1 or 0;
k3 = sim[c][3]>=1 and 1 or 0;
l3 = sim[c][4]>=1 and 1 or 0;
-- The fifth corner has all coordinate offsets = 1, so no need to look that up.
local x1 = x0 - i1 + G4; -- Offsets for second corner in (x,y,z,w) coords
local y1 = y0 - j1 + G4;
local z1 = z0 - k1 + G4;
local w1 = w0 - l1 + G4;
local x2 = x0 - i2 + 2.0*G4; -- Offsets for third corner in (x,y,z,w) coords
local y2 = y0 - j2 + 2.0*G4;
local z2 = z0 - k2 + 2.0*G4;
local w2 = w0 - l2 + 2.0*G4;
local x3 = x0 - i3 + 3.0*G4; -- Offsets for fourth corner in (x,y,z,w) coords
local y3 = y0 - j3 + 3.0*G4;
local z3 = z0 - k3 + 3.0*G4;
local w3 = w0 - l3 + 3.0*G4;
local x4 = x0 - 1.0 + 4.0*G4; -- Offsets for last corner in (x,y,z,w) coords
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)
local kk = math.floor(k % 255)
local ll = math.floor(l % 255)
local gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32;
local gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32;
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
n0 = 0.0;
else
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
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;
else
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
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;
else
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
local e = 2.71828182845904523536
local PrevBlur2D = {}
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
local PrevBlur1D = {}
function simplex.GBlur1D(x,stdDev)
if simplex.internalCache and PrevBlur1D[x] and PrevBlur1D[x][stdDev] then return PrevBlur1D[x][stdDev] end
local pwr = (x^2/(2*stdDev^2))*-1
local ret = (1/(math.sqrt(2*math.pi)*stdDev))*(e^pwr)
if simplex.internalCache then
if not PrevBlur1D[x] then PrevBlur1D[x] = {} end
PrevBlur1D[x][stdDev] = ret
end
return ret
end
function simplex.FractalSum(func, iter, ...)
local ret = func(...)
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)
end
ret = ret + (i/power)*(func(unpack(scaled)))
end
return ret
end
function simplex.FractalSumAbs(func, iter, ...)
local ret = math.abs(func(...))
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)
end
ret = ret + (i/power)*(math.abs(func(unpack(scaled))))
end
return ret
end
function simplex.Turbulence(func, direction, iter, ...)
local ret = math.abs(func(...))
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)
end
ret = ret + (i/power)*(math.abs(func(unpack(scaled))))
end
local args = {...}
local dir_component = args[direction+1]
return math.sin(dir_component+ret)
end
function simplex.Seed(seed)
math.randomseed(seed)
local integers = {}
perm = {}
for i = 1, 256 do
integers[i] = i
end
while next(integers) do
perm[#perm + 1] = table.remove(integers, math.random(1, #integers))
end
perm[0] = perm[#perm]
perm[#perm] = nil
for i=0,255 do
perm[i+256] = perm[i]
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
+77
View File
@@ -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
+60 -100
View File
@@ -1,129 +1,85 @@
local heightmap = require "lib.heightmap"
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 = {}
local map
love.load = function()
map.size = 150
map.height = 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)
-- weird mixing idea test
-- why does this average things out?
-- trying to renormalize it now..
local temporary_maps = {}
for i = 1, 3 do
temporary_maps[i] = heightmap.create(map.size, map.size, 0, 1)
end
for x = 0, map.height.w do
for y = 0, map.height.h do
map.height[x][y] = (map.height[x][y] + temporary_maps[1][x][y] + temporary_maps[2][x][y] + temporary_maps[3][x][y] ) / 4
end
end
heightmap.normalize(map.height, 0, 1)
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
-- 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.height[x][y] / 2)
end
end
-- 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 / 2, 0, 1)
end
end
-- 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!
local radius = (map.size / 2)^2
for x = 0, map.height.w do
for y = 0, map.height.h do
if lume.distance(x, y, map.size / 2, map.size / 2, true) > radius then
map.height[x][y] = nil
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 = {
x = 0, y = 0,
speed = 500,
}
love.update = function(dt)
lovebird.update()
if love.keyboard.isDown("w") then
camera.y = camera.y - camera.speed * dt
end
if love.keyboard.isDown("s") then
camera.y = camera.y + camera.speed * dt
end
if love.keyboard.isDown("a") then
camera.x = camera.x - camera.speed * dt
end
if love.keyboard.isDown("d") then
camera.x = camera.x + camera.speed * dt
end
end
local window_width, window_height = love.graphics.getDimensions()
love.draw = function()
local tile_size = 2
love.graphics.translate(window_width / 2 - (map.size * map.tile_size) / 2 - camera.x, window_height / 2 - (map.size * map.tile_size) / 2 - camera.y)
for x = 0, map.height.w do
for y = 0, map.height.h do
-- raw heightmap
-- NOTE will break with planetizer enabled!
-- local value = map.height[x][y]
-- love.graphics.setColor(value, value, value, 1)
-- love.graphics.rectangle("fill", x * tile_size, y * tile_size, tile_size, tile_size)
-- even weighting between height and temperature
-- local value = map.height[x][y] / 2 + map.temperature[x][y] / 2
-- if value < 0.2 then
-- love.graphics.setColor(0, 0, 1, 1)
-- elseif value < 0.215 then
-- love.graphics.setColor(1, 1, 0, 1)
-- elseif value < 0.34 then
-- love.graphics.setColor(0, 1, 0, 1)
-- elseif value < 0.72 then
-- love.graphics.setColor(0, 0.67, 0, 1)
-- elseif value < 0.9 then
-- love.graphics.setColor(0.67, 0.67, 0.67, 1)
-- else
-- -- love.graphics.setColor(0, 0, 0, 1) -- temporary nothing
-- love.graphics.setColor(1, 1, 1, 1)
-- end
-- love.graphics.rectangle("fill", x * tile_size, y * tile_size, tile_size, tile_size)
-- temperature map
for x = 1, map.size do
for y = 1, map.size do
-- local value = map.biome[x][y]
local value = map.temperature[x][y]
love.graphics.setColor(value, 0, 0, 1)
love.graphics.rectangle("fill", map.size * tile_size + x * tile_size, y * tile_size, tile_size, tile_size)
-- humidity map
local value = map.humidity[x][y]
love.graphics.setColor(0, 0, value, 1)
love.graphics.rectangle("fill", x * tile_size, map.size * tile_size + y * tile_size, tile_size, tile_size)
-- "naive" biomed map
local value = map.height[x][y]
if value then
if value < 0.2 then
love.graphics.setColor(0, 0, 1, 1)
elseif value < 0.215 then
love.graphics.setColor(1, 1, 0, 1)
elseif value < 0.34 then
love.graphics.setColor(0, 1, 0, 1)
elseif value < 0.72 then
love.graphics.setColor(0, 0.67, 0, 1)
elseif value < 0.9 then
love.graphics.setColor(0.67, 0.67, 0.67, 1)
else
-- love.graphics.setColor(0, 0, 0, 1) -- temporary nothing
love.graphics.setColor(1, 1, 1, 1)
end
love.graphics.rectangle("fill", map.size * tile_size + x * tile_size, map.size * tile_size + y * tile_size, tile_size, tile_size)
-- 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
end
@@ -134,5 +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
+181
View File
@@ -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,
}
+138
View File
@@ -0,0 +1,138 @@
-- NOTE the API of this file should probably change?
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()
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 = 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
for x = 1, map.size do
for y = 1, map.size do
map.altitude[x][y] = earthlike_altitude_adjustment(map.altitude[x][y])
end
end
map.altitude.min = simplex_map.min(map.altitude)
map.altitude.max = simplex_map.max(map.altitude)
local biome_order = {}
for order in pairs(biomes) do
biome_order[#biome_order + 1] = order
end
table.sort(biome_order)
local radius_squared = (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.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
return map
end
return {
generate = generate,
}