Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Clash of Civilizations > The Map Generator
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
04.Sep: `FC` 2.0.5 COMPLETED AND RELEASED
27.Jul: `FC` 2.0.4 COMPLETED AND RELEASED
16.Jul: `FC` 2.0.3 COMPLETED AND RELEASED

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Gregor is offline Gregor
King
Louisville, KY
Jan 1970
time: 05:13
  Old Post 14-05-1999 09:05
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
The Map Generator Put an end to popups!

I am beginning the Major portion of my work on the Map Generator this weekend (as I have four days off). One thing I may need is someone I can send graphics files to, so they can be linked to this thread.

Some of what I will be working on:

The generator will take in account continent formation in association with continental plates (plate tectonics). So major fault lines will be identified early and provide reasoning behind elevation differences (mountain ranges). I am playing with the idea of creating an entire land world, and then identifying sea level afterwards. This would affect the conduct of undersea warfare (as both underwater topography and salinity have a great effect on this type of warfare) and also if changes in sea level were to occur, the mountains could be identified in a reasonable manner (the balkan range extends well into and under the aegean, also Norway's fjords are nothing more the gaps between peaks).
Latitude will have a great effect on the land, as well as land-water distribution and
ocean currents (gyres). A climatological model will be constructed as every map is generated that will be able to handle changes in the land (farms, irrigation, and possibly river reorientation). Climate and land type will define the fertility of the land and the type of trade recources and food that it offers.
If I can convince the animator (artist), I would like to propose a method of rendering the maps. For the main playing map, for coastlines within a certain range of opposing coastlines (say, for example, all the coastline in the mediterranean) you would have between 15-30 random coastline graphics which diplayed inlets and bays and so forth. For, land on the edge of a main continent, far from other land (i.e. the edge of a main initial land mass) may have a different set to use). More on this later.
I will post the equations and a more detailed essay on what I am proposing on Monday night (GMT) 17may.
Cheers, Gregor

F_Smith is offline F_Smith
Prince
Austin, Tx 78728
May 1999
time: 05:13
  Old Post 14-05-1999 01:58
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton or Terrorists Win

Outstanding:

One question, tho -- how will this map be rendered to the screen? Just so I can put a dummy version into the demo, and have 'hooks' ready?

Personally, I love the idea of generating the elevations first, then determining sea level. Beautiful!

JimC is offline JimC
Chieftain
Birmingham, England
May 1999
time: 05:13
  Old Post 14-05-1999 14:36 Visit JimC's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Browse Apolyton AD-FREE

Please don't make any major assumptions about interface/class design without informing me, since I've pretty much finished the Map AI.

If you give me an e-mail / ICQ address I'll send you an outline of how things are organised for pathfinding etc...

Jim

JimC is offline JimC
Chieftain
Birmingham, England
May 1999
time: 05:13
  Old Post 14-05-1999 15:50 Visit JimC's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Help yourself to an AD-FREE life

btw A nearly-complete Applet showing the A* search is here:

A* Applet

After my exams have finished, I'll complete this Applet, and work on a 'path-intensity' Applet demo based on the 'understanding geography' stuff on Mark's site.

(estimated completion date: early June)

At the end of the day, somebody is going to have to integrate all of our map work into Clash, so it's best if we keep everything as uniform as possible. Please don't force me into a big redesign when I'm so close to completion.

Jim

F_Smith is offline F_Smith
Prince
Austin, Tx 78728
May 1999
time: 05:13
  Old Post 14-05-1999 19:04
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Got spare money?

oops . . .

[This message has been edited by F_Smith (edited May 14, 1999).]

F_Smith is offline F_Smith
Prince
Austin, Tx 78728
May 1999
time: 05:13
  Old Post 14-05-1999 19:05
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Get a bigger avatar today!

Cat on the keyboard! Sorry . . .

[This message has been edited by F_Smith (edited May 14, 1999).]

F_Smith is offline F_Smith
Prince
Austin, Tx 78728
May 1999
time: 05:13
  Old Post 14-05-1999 19:06
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton

So far, I've only worked on
the 'pre-game' interface.

Mark has a working game demo of early in-game code, but almost everything is likely to change at least a little bit.

My emails are jfalasch@csc.com (work) and barefoot@eden.com (home). I think I'm the fella that's going to do most of the merging of the code, and I totally agree about a uniform architecture. I'm a little concerned that there's some code written already without any discussion as to architecture to begin with, but we'll just have to make it work. As it stands, the pre-game Gui simply gathers user choices and then instantiates 'Game.class'. I'll be putting the source code up on the web sometime this weekend.

I saw the applet you put together. It seems solid, very good work. If I can be of any help, please let me know.

JimC is offline JimC
Chieftain
Birmingham, England
May 1999
time: 05:13
  Old Post 14-05-1999 20:00 Visit JimC's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Increase the size of your Attachments

Well, I've tried to keep my map work as closely related to the Clash Map/MapSquare implementation as possible.

In the last discussion I had with Mark, he seemed to think that simply inheriting from my base Map/MapSquare would be best....

Jim

F_Smith is offline F_Smith
Prince
Austin, Tx 78728
May 1999
time: 05:13
  Old Post 14-05-1999 22:20
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

It'll work fine, I'm sure.

Is that 'BaseMapSquare' class the same as, or similar to, the one in the v1.05 code?

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
  Old Post 16-05-1999 19:26 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Lose 30 kilos (of popups)

Gregor:

Thanks for taking this on. It looks really interesting so far .

All:

Gregor and I have talked and he knows the map we're going with is square-based and cylindrical.

We should be able to "dock" what Gregor's doing into the BaseMapSquare and descendent classes fairly easily.

-Mark

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:13.
Apolyton Time is 00:13.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0414 seconds (90.23% PHP - 9.77% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net