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Showing content with the highest reputation on 2013-10-04 in all areas

  1. Here's just another approach to generate terrain in Random Map Scripts. Aim - Realistic Terrain - Great Variety (see screenshots or better try it yourself) - Fast Generation (about 10 sec for a Giant Map) - Parameters to tweak (For a more general purpose of this approach) Parameters easy to tweak and fast to implement with this method: - General Terrain Shape (Island, Islands, Highland, Continent, Lake, ...) - Terrain Smoothness (Already implemented) - Water Coverage - Max. Water Depth - Amount of Plains/Mountains - Amount of Resources close to the start positions - Amount of Resources in total - Wind Speed/Direction (Changes Erosion, could also change cloud speed, water (e.g.) waviness and (if implemented) how far/fast trees swing) Other things that could be tweaked but are to slow yet (or not implemented at all): - Water Erosion forming riverbeds (implemented for RMS but to slow, see here, No ingame implementation). - Water actually flowing ingame or at least forming lakes at different hight (No ingame implementation). With an interface implemented to choose (some of) those parameters before game creation (then given to RMGEN) this could also be used to generate more "random" random maps. Task of this topic and the actual RMS Since there is some (reasonable) doubt that this can lead to playable maps at all the task of this topic and the map (hopefully) evolving here is to demonstrate that a well playable realistic random map can be generated this way (and even faster than the average random map as is now). So it's only meant as a proof of concept to later (hopefully) add support to choose parameters from the GUI and then generate the map according to those parameters. First fast actualization The first implementation mainly generates a realistic hightmap (well, more realistic than the average random map or scenario). Then some simple and fast global erosion functions smoothen the hightmap (decay (gravity, sun, low seismic activity) and wind). I just added some terrain textures from the random biome system and some actors (this is far from final - I just threw them in). So the focus is ATM the realistic hightmap which can be later improved for playability. Screenshots Some random screenshots to show the vast variety (already - without any parameter changed): The map: RealisticTerrainDemo2013-9-22.zip NOTE: This is an old version of the map! Later ones are added to later posts.
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  2. Sorry for these ruckus, i think we'll just seal off this topic.
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  3. It has a lot of great tech info and images, but where possible try to corroborate it with another source. When I last looked at Reshafim their Timeline page had a lot of errors, so the Timeline in specific should be ingored.
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  4. Another good resource I found recently at my school library is the book Ancient Israel: Its Life and Institutions by Roland de Vaux. The book is part of the Biblical Resource Series, and I am finding it to be an excellent source of information for depicting the Hebrew civilization.
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  5. pesapower, I've looked over your website and cannot find anything regarding how your service works. How does it detect malicious users before they try to brute force? What exactly is the service you're offering? Is it just an IP blacklist? These are things you should be open about. Looking further, I don't see any API documentation. I see documentation about a library, which I cannot download until I register for your service. But nothing about the working of the API. Also, since you're in the business of security, I find this little part of your documentation very interesting: One thing that I also wonder about: how do you warrant privacy for 3rd parties (the customers of your customers)? Your privacy statement talks about a person's personal privacy; what about their users? Since I cannot access your library and do not have any API documentation, I can't know exactly -what- is sent to your service, but there is user data sent along with every API request I'm sure. What happens with this data? What is stored, where is it stored, how securely is it stored and what is it used for? While I think everyone here appreciates you offering your services, I honestly don't see it happening with the current tidbits of information you have provided. Especially not in exchange for advertising space. I thank you for your advice about the Wordpress problem though. I have remedied the issue.
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  6. Progress Start locations are now added quite sane (players in one team might not be next to each other yet). The terrain around the start locations is smoothed (though on tiny maps the incline might still be to high for satisfying results). Trees and decorative props density is lower in the surrounding of a start location (This drastically increases generation time so I'll think of a faster range check). The Iberian civ bonus walls are not placed at all yet due to the lack of space (I'll think of something to at least add them on medium or greater maps). Coming soon (hopefully) Next step will be to add resources to the start locations and distribute some stone and metal among the map to make this map playable. Then I'll hope to change the random biome system with Spahbod to enhance terrain textures and decorative prop placement on this map. (In general the RMGEN libs are quite chaotic and should be cleaned before adding further libs IMO) RealisticTerrainDemo2013-10-3.zip
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