Whoops, fixed.
If you don't like the clustering, the easiest way to do it is probably just to make a hex grid and add a random number to each coordinate.
Search found 256 matches
- Tue Nov 15, 2011 10:43 pm
- Forum: Libraries and Tools
- Topic: Voronoi polygons (map generation)
- Replies: 9
- Views: 6232
- Tue Nov 15, 2011 10:22 pm
- Forum: Libraries and Tools
- Topic: Voronoi polygons (map generation)
- Replies: 9
- Views: 6232
Voronoi polygons (map generation)
I was toying around with the idea of replacing hand made maps with computer generated ones and so I decided to take a trip over to: http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ The first step of the puzzle is using Voronoi tessellation, which looks like: http:/...
- Tue Nov 15, 2011 7:30 pm
- Forum: General
- Topic: Amit's Game Design/Programming Articles
- Replies: 4
- Views: 2499
Amit's Game Design/Programming Articles
I've seen one part of this website referenced when talking about astar, but I haven't seen it mentioned for all the other amazing stuff it has. It is now my favorite single compilation of programming and game design.
http://www-cs-students.stanford.edu/~am ... eprog.html
http://www-cs-students.stanford.edu/~am ... eprog.html
- Sun Oct 09, 2011 4:46 am
- Forum: Support and Development
- Topic: Current uses for threads
- Replies: 11
- Views: 3995
Re: Current uses for threads
I know, I know, 1000 was excessive. When you bring it down to like 10 though it still isn't worth doing until you get into the thousands and thousands of entities it seems.
- Sun Oct 09, 2011 3:17 am
- Forum: Support and Development
- Topic: Current uses for threads
- Replies: 11
- Views: 3995
Re: Current uses for threads
Things I've tried so far: 1. Using threaded pathfinding - Too much data needs to be serialized over. It becomes extremely hard to debug and code unless you are only using the most basic of systems. It's easier to just use coroutines that work in extra CPU time. I can see a very limited application i...
- Sun Oct 09, 2011 2:59 am
- Forum: Support and Development
- Topic: Current uses for threads
- Replies: 11
- Views: 3995
Current uses for threads
I spent the better part of a day just tooling around with threads. I really want to see some good uses for this, but every implementation I try is just not worth doing. The biggest problem seems to be that anything complicated enough to need its own thread needs so much supporting data that the seri...
- Sun Oct 02, 2011 5:07 pm
- Forum: Libraries and Tools
- Topic: Debug - A whole new way of debugging your game
- Replies: 106
- Views: 92067
Re: Debug - A whole new way of debugging your game
To go through the effort of registering and posting on a forum without even looking to see what the forum is about...I don't even...
- Thu Sep 01, 2011 9:03 pm
- Forum: Games and Creations
- Topic: Biodiversity
- Replies: 19
- Views: 21889
Re: Biodiversity
I am amazed that these two games were developed in parallel. What a weird niche game to see created twice for Love.
- Thu Sep 01, 2011 2:15 pm
- Forum: Libraries and Tools
- Topic: How Big projects can Löve2d handle?
- Replies: 25
- Views: 10972
Re: How Big projects can Löve2d handle?
If you give us a little more of what the big project your thinking of doing involves we can try to point out any points that Love might have problems with (if any).
- Sat Aug 20, 2011 10:19 pm
- Forum: Support and Development
- Topic: NS2Docs
- Replies: 1
- Views: 1161
NS2Docs
I've been having a lot of trouble getting LuaDoc to work and I've pretty much given up on it (though if anyone actually has a worked x64 version I'd appreciate it). On my search for something functional I noticed NS2Docs, an improvement over LuaDoc made specifically for Natural Selection 2. With som...