Live data from Hacker News

Building an Infinite Procedurally-Generated World

spin.atomicobject.com

21–30 of 41 posts

Re: Building an Infinite Procedurally-Generated World

#23
post #17

Really wish people using Oryx sprites would credit Oryx. And the ultimately irony is when people claim that the sprites are ripping off Realm Of The Mad God, which of course, itself, was initially based on... Oryx sprites.

I don't see any free or open source sprites. There is nothing on the website indicating that they are free or open source. Are you asking someone to credit the creator of sprites they paid money to use? That's absurd to me. It's like wanting this guy to credit Verizon or Time Warner for the bandwidth he paid for. If Oryx sprites were open source, or free for noncommercial use, I think it would be a legitimate claim. Otherwise, not so much, because it boils down to advertising. Crediting someone else is advertising someone else, and I believe giving someone actual money automatically means they don't need to also advertise for them.

Re: Building an Infinite Procedurally-Generated World

#24

How can we make realistic-looking continents? This project (and Minecraft, which looks similar, in virtue of using Perlin noise the same way) result in interesting and varied terrain for an RPG, but the terrain looks otherworldly or artificial if you zoom all the way out. The same variety that keeps the game from being boring when you're a human-sized observer makes it chaotic and noisy when you have a satellite's vi…

The real world partitions land and water by treating values below a certain threshold as ocean. That's not the problem.

There are tons of good terrain generators. Try Google. VistaPro, from the 1980s, is the classic.[1]

So far, nobody has built a procedural city generator good enough to generate a detailed city at ground level. This is one of the better ones, but the result comes out looking like a modern prison.[2]

[1] https://en.wikipedia.org/wiki/VistaPro [2] http://orphancity.tumblr.com/

Re: Building an Infinite Procedurally-Generated World

#25
post #18
post #17

Really wish people using Oryx sprites would credit Oryx. And the ultimately irony is when people claim that the sprites are ripping off Realm Of The Mad God, which of course, itself, was initially based on... Oryx sprites.

Unintentional, that's what happens when you write a toy not intending to publish it. Article has been updated with credit.

(thumbs up!)

Re: Building an Infinite Procedurally-Generated World

#26
post #24

How can we make realistic-looking continents? This project (and Minecraft, which looks similar, in virtue of using Perlin noise the same way) result in interesting and varied terrain for an RPG, but the terrain looks otherworldly or artificial if you zoom all the way out. The same variety that keeps the game from being boring when you're a human-sized observer makes it chaotic and noisy when you have a satellite's vi…

The real world partitions land and water by treating values below a certain threshold as ocean. That's not the problem. There are tons of good terrain generators. Try Google. VistaPro, from the 1980s, is the classic.[1] So far, nobody has built a procedural city generator good enough to generate a detailed city at ground level. This is one of the better ones, but the result comes out looking like a modern prison.[2]…

Introversion were working on a game (Subversion) which has since been shelved indefinitely. Their city generation videos were amazing: https://www.youtube.com/watch?v=9pR8jpK4ETk

Re: Building an Infinite Procedurally-Generated World

#27
post #26
post #24

Earlier quoted context omitted.

The real world partitions land and water by treating values below a certain threshold as ocean. That's not the problem. There are tons of good terrain generators. Try Google. VistaPro, from the 1980s, is the classic.[1] So far, nobody has built a procedural city generator good enough to generate a detailed city at ground level. This is one of the better ones, but the result comes out looking like a modern prison.[2]…

Introversion were working on a game (Subversion) which has since been shelved indefinitely. Their city generation videos were amazing: https://www.youtube.com/watch?v=9pR8jpK4ETk

There's been recent progress. See Esri City Engine.[1] This is approaching GTA level cities.

[1] https://www.youtube.com/watch?v=aFRqSJFp-I0

Re: Building an Infinite Procedurally-Generated World

#28

How can we make realistic-looking continents? This project (and Minecraft, which looks similar, in virtue of using Perlin noise the same way) result in interesting and varied terrain for an RPG, but the terrain looks otherworldly or artificial if you zoom all the way out. The same variety that keeps the game from being boring when you're a human-sized observer makes it chaotic and noisy when you have a satellite's vi…

Putting a probabilistic bell curve on top of simplex noise works generally well.

Here's what I did: https://thefiletree.com/espadrine/art/island.html?plug=none

Re: Building an Infinite Procedurally-Generated World

#29

    Once you have access to random 2D data, it’s pretty straight forward to convert that noise into usable data. Simply set up thresholds for each tile type you want to support, eg:
     
    * water if = 0.3 and  0.6
     
    I recommend leaving the upper and lower cases open. If they are not left open, you may end up with holes in your map for unexpectedly high or low values. An alternative is to clamp or scale the noise values when you generate them.
If you expect to have more tile types, you should probably consider a categorical probability distribution (something like: water: 0.3, grass: 0.3, mountain: 0.4) and sample from it (instead of "hard-coding" it with the test you're referring to)

Re: Building an Infinite Procedurally-Generated World

#30
post #17

Really wish people using Oryx sprites would credit Oryx. And the ultimately irony is when people claim that the sprites are ripping off Realm Of The Mad God, which of course, itself, was initially based on... Oryx sprites.

I don't see any free or open source sprites. There is nothing on the website indicating that they are free or open source. Are you asking someone to credit the creator of sprites they paid money to use? That's absurd to me. It's like wanting this guy to credit Verizon or Time Warner for the bandwidth he paid for. If Oryx sprites were open source, or free for noncommercial use, I think it would be a legitimate claim.…

The little man in the screenshot is from the "LOFI Fantasy 2D/3D" tileset[1], which has a CC BY-NC-ND license. After a quick look around, doesn't look like it's available on Oryx's site any more, however.

[1]: http://forums.tigsource.com/index.php?topic=8970.0

Post reply on HN