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#ActualDan Violet Sagmiller

Posted 18 April 2013 - 01:45 PM

@Norman

Here is the reason I'm trying to avoid saving chunks of data.  When the server needs to know something, like if a building can go in a particular spot, it needs to check all the tiles that it will be on to make sure they are buildable.  As in not water for instance.  If I did chunks, then for each check, it has to build that entire chunk, Suppose a building is 2x2 tiles, and that is right on a division between four chunks.  Then it has to build up all 4 chunks of data just to check 4 tile ids.  

 

So it is for the server's sake that I am trying to avoid this. 

 

also, @JTippetts

Some of what that produced was awesome.  exactly the types of layouts I would like to see.  But it also looks like its building in large chunks, not so much pixel by pixel.  (as in a function/pattern will adjust many pixels at a time, so if you didn't preprocess that, how much work would it take to implement something like that per pixel for checking.  

 

 

*Possible Idea...

(PreviousRandom = where the current code leaves off and was about to return)

X>>3&7&previousRandom = obtaining bits 0 1 2 3 4 5 (giving blocks of 8*8 the same base randomizers), as 0 through 7.  It increases the odds for the value to be 0, then 1,2 or 4, then 3,5,6 then 7 from highest to lowest order.

I can repeat the same pattern on the Y side. 

Each value can link to something that will alter the odds of particular tile types, for instance, I could make

: 0 grass, just all grass.  No more mods.

: 1,2,4 Grass mostly, but with water as an alternative.

: 3 = grass at edges, another tile type massed through the center

: 5 = additional rock focus.

: 6 = additional forrest focus.

: 7 = Forest.

 

That would be the X effect, and Y could have its own modifying alterations.  Perhaps the top corner pieces, can even look up its 2 neighbors to modify its likely hood of a particular type.

 

I think this gives me some more tweaking room without particularly expanding on the processing level too much.


#1Dan Violet Sagmiller

Posted 18 April 2013 - 12:21 PM

@Norman

Here is the reason I'm trying to avoid saving chunks of data.  When the server needs to know something, like if a building can go in a particular spot, it needs to check all the tiles that it will be on to make sure they are buildable.  As in not water for instance.  If I did chunks, then for each check, it has to build that entire chunk, Suppose a building is 2x2 tiles, and that is right on a division between four chunks.  Then it has to build up all 4 chunks of data just to check 4 tile ids.  

 

So it is for the server's sake that I am trying to avoid this. 

 

also, @JTippetts

Some of what that produced was awesome.  exactly the types of layouts I would like to see.  But it also looks like its building in large chunks, not so much pixel by pixel.  (as in a function/pattern will adjust many pixels at a time, so if you didn't preprocess that, how much work would it take to implement something like that per pixel for checking.  

 

 

*Possible Idea...

(PreviousRandom = where the current code leaves off and was about to return)

X>>3&7&previousRandom = obtaining bits 0 1 2 3 4 5 (giving blocks of 8*8 the same base randomizers), as 0 through 7.  It increases the odds for the value to be 0, then 1,2 or 4, then 3,5,6 then 7 from highest to lowest order.

I can repeat the same pattern on the Y side. 

Each value can link to something that will alter the odds of particular tile types, for instance, I could make

: 0 grass, just all grass.  No more mods.

: 1,2,4 Grass mostly, but with water as an alternative.

: 3 = grass at edges, another tile type massed through the center

: 5 = additional rock focus.

: 6 = additional forrest focus.

: 7 = Forest.

 

That would be the X effect, and Y could have its own modifying alterations.  Perhaps the top corner pieces, can even look up its 2 neighbors to modify its likely hood of a particular type.

 

I think this atleast gives me some more tweaking room without particularly expanding on the mass.


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