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	<title>Comments on: Random Map Generation</title>
	<atom:link href="http://blog.rough-sea.com/2009/08/random-map-generation/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.rough-sea.com/2009/08/random-map-generation/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=random-map-generation</link>
	<description>Indie game development</description>
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		<title>By: sarokcat</title>
		<link>http://blog.rough-sea.com/2009/08/random-map-generation/comment-page-1/#comment-343</link>
		<dc:creator>sarokcat</dc:creator>
		<pubDate>Mon, 16 Aug 2010 22:26:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.rough-sea.com/?p=946#comment-343</guid>
		<description>where can i download this to look at?</description>
		<content:encoded><![CDATA[<p>where can i download this to look at?</p>
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	<item>
		<title>By: Wintermute</title>
		<link>http://blog.rough-sea.com/2009/08/random-map-generation/comment-page-1/#comment-327</link>
		<dc:creator>Wintermute</dc:creator>
		<pubDate>Thu, 29 Jul 2010 10:41:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.rough-sea.com/?p=946#comment-327</guid>
		<description>Thankyou for your answer.

You said &quot;The centers of most bigger continents will be dry (yellow), coast regions will be mostly humid (green) and continental areas lying east of a big stretch of water will be very humid (dark green).&quot;

But if I understand the algorithm, it would create a map where continental areas lying west of water would be very dry.</description>
		<content:encoded><![CDATA[<p>Thankyou for your answer.</p>
<p>You said &#8220;The centers of most bigger continents will be dry (yellow), coast regions will be mostly humid (green) and continental areas lying east of a big stretch of water will be very humid (dark green).&#8221;</p>
<p>But if I understand the algorithm, it would create a map where continental areas lying west of water would be very dry.</p>
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	<item>
		<title>By: Manuel</title>
		<link>http://blog.rough-sea.com/2009/08/random-map-generation/comment-page-1/#comment-320</link>
		<dc:creator>Manuel</dc:creator>
		<pubDate>Thu, 15 Jul 2010 09:55:28 +0000</pubDate>
		<guid isPermaLink="false">http://blog.rough-sea.com/?p=946#comment-320</guid>
		<description>Hi Wintermute,

I used a very simple algorithm that goes somewhat like this (pseudo code, no warrenties the sample values will work):

&lt;pre&gt;&lt;code&gt;
startContingent = 64
diffOverLand = -2
diffOverWater = 4

for (y from 0 to map.height)
{
    contingent = startContingent
    for (x from 0 to map.width)
    {
        if (IsLand(x,y) == true)
            contingent += diffOverLand
        else
            contingent += diffOverWater
         humiditymap[x][y] = contingent 
     }
}

&lt;/pre&gt;&lt;/code&gt;    

The parameters like startContingent, diffOverWater and diffOverLand can be set in each of our map-creator project. So, depending on how you play with them the map becomes anything from very dry to very humid.

This model does produces results that look ok but cannot be used as a model for real-world weather or vegetation simulation. ;-)

Afterall, it&#039;s just a way to get decent looking maps for a game.

Did that anwer your question?

Cheers,
Manuel</description>
		<content:encoded><![CDATA[<p>Hi Wintermute,</p>
<p>I used a very simple algorithm that goes somewhat like this (pseudo code, no warrenties the sample values will work):</p>
<pre><pre><code>
startContingent = 64
diffOverLand = -2
diffOverWater = 4

for (y from 0 to map.height)
{
&nbsp;&nbsp;&nbsp;&nbsp;contingent = startContingent
&nbsp;&nbsp;&nbsp;&nbsp;for (x from 0 to map.width)
&nbsp;&nbsp;&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if (IsLand(x,y) == true)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contingent += diffOverLand
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;contingent += diffOverWater
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; humiditymap[x][y] = contingent 
&nbsp;&nbsp;&nbsp;&nbsp; }
}

&lt;/pre&gt;</code></pre>    

The parameters like startContingent, diffOverWater and diffOverLand can be set in each of our map-creator project. So, depending on how you play with them the map becomes anything from very dry to very humid.

This model does produces results that look ok but cannot be used as a model for real-world weather or vegetation simulation. <img src='http://blog.rough-sea.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> 

Afterall, it's just a way to get decent looking maps for a game.

Did that anwer your question?

Cheers,
Manuel</pre>
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	</item>
	<item>
		<title>By: Wintermute</title>
		<link>http://blog.rough-sea.com/2009/08/random-map-generation/comment-page-1/#comment-319</link>
		<dc:creator>Wintermute</dc:creator>
		<pubDate>Thu, 15 Jul 2010 09:30:45 +0000</pubDate>
		<guid isPermaLink="false">http://blog.rough-sea.com/?p=946#comment-319</guid>
		<description>I have a question : how would the water contingent used for the humidity map work ?</description>
		<content:encoded><![CDATA[<p>I have a question : how would the water contingent used for the humidity map work ?</p>
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