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Gary Thomas
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New Zealand
Mar 2001 time: 17:14
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This new thread is intended to pull together some of the terrain specific matters which have been spread around the ecology thread, the military movement thread, the map AI thread and the map graphics thread. I am concerned here with specific terrain issues, and in particular how they are classified and coded for D5.
In the ecology thread (which is reaching the maximum number of posts) I tried to extend Simon's model to cover the bits required. My terrain list (slightly modified here) was:
1. Landform. This is the physical shape of the land. The categories I propose are: flat, rolling, broken, massif. Visible on map.
2. Material. What the land is made of: soil, sand, rock. Visible on map, unless covered.
3. Altitude. In metres, rounded to 100.
4. Landcover. None, crops, pasture, scrub, forest, jungle. Visible on map.
5. Climate. As specified by Simon. Not visible on map.
6. Watertable. Ocean, sea, mudflats, swamp, arid. The arid category covers the various types of desert.
Linear features can be superimposed. Natural ones:
7. Rivers.
8. Passes.
Human generated linear features:
9. Roads, including causeways.
10. Railroads.
11. Canals.
Other human artifacts:
12. Urban areas.
13. Settled areas (mainly affects movements - the area is full of minor roads.)
Considering these in detail, with a heavy focus on D5:
1. Landform.
1.1. Flat. The normal flat land. Standard for D5.
1.2. Rolling. Low hills or downs. Implemented in D5.
1.3. Broken. Rough hills. Not implemented in D5 (only for lack of a terrain tile).
1.4. Massif. Mountains. Implemented in D5.
2. Material.
2.1. Soil. Normal cultivable or pasture land. Implemented in D5.
2.2. Sand. Dune deserts. Not implemented in D5.
2.3. Rock. Mountains, rock deserts. Implemented as mountains in D5.
3. Altitude.
Not included in D5, though mountains can be assumed to be highish.
4. Landcover.
4.1. None. Bare (usually rock or sand). Found on mountains, no real implementation needed.
4.2. Crops. Cropped land, usually combined with settled land. Could be implemented in D5 using one (or more) of Fiera's farm tiles.
4.3. Pasture. Grazing land. May be in D5.
4.4. Scrub. Low vegetation of little commercial value. Not implemented in D5.
4.5. Forest. Wooded areas. Hopefully implemented in D5.
4.6. Jungle. Thick, generally impassible vegetation. Not implemented in D5.
5. Climate.
Not implemented in D5.
6. Watertable.
6.1. Ocean. Blue water. Not implemented in D5.
6.2. Sea. Coastal shallows.
6.3. Mudflats. Not implemented in D5.
6.4. Swamp.
6.5. Arid. Very dry land - deserts of various kinds. Not implemented in D5.
7. Rivers.
As a lone voice crying in the wilderness for rivers to run along square boundaries (which has oh so many advantages including that rivers could then be political boudaries, as the often are in real life), I propose to postpone rivers.
Not implemented in D5.
8. Passes.
Sadly, not implemented in D5.
9. Roads.
Not implemented in D5.
10. Railroads.
Not implemented in D5.
11. Canals.
Not implemented in D5.
12. Urban areas.
An important part of D5. Incidentally they will not affect movement, after all they are only a small part of the 10,000 km2 square.
13. Settled areas.
Could be implemented in D5 if a suitable terrain tile is availbale. Would be quite nice.
Cheers
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Gary Thomas
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New Zealand
Mar 2001 time: 17:14
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Some further thoughts.
Mixed landforms
I didn't really answer Laurent's comments about mixed landforms.
The model I am proposing doesn't have mixed landforms. Each map square as one and only one landform type. However, there is nothing at all to prevent the introduction of a half hill, half flat terrain type, if it was really wanted. This would, in effect, provide for mixed landforms, and any necessary movement parameters could be set as required.
Mixed landcover
In an earlier post I said that I thought mixed landcover would be important. What I had in mind at the time was forest clearance.
I have changed my mind (having hit the coding side of it). It adds considerable complexity without a commensurate gain. If it is really required to have gradual forest clearance, then partial landcover types can be introduced (25% cleared, 50% cleared, 75% cleared, for example), using the same reasoning as for mixed landforms.
Cheers
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Lord God Jinnai
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St. Louis
Sep 1999 time: 23:14
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quote:
I suspect that savannah/plains is the same as pasture cover and tundra is the same as flat with no cover, but a cold climate.
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You may be right on the Savana/Plains part (save there are usually trees in a savana and not in pastures/plains), but you are slightly off on tundra. There is cover, but it is sparse, mostly low with a few pine trees.
Last edited by Lord God Jinnai on 23-07-2001 at 00:56
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:14
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Hey, I'm really back, I printed out stuff and I've been working on it before replying.
1. Landform. flat, rolling, broken, massif.
I would add depression/valley/basin also. It can be used for valleys, river valleys, wetlands,coastal submerged lands, ..
2. Material. What the land is made of: soil, sand, rock.
Most areas have multiple layers in their soil. Also, very different material come to the surface on 10000 km².
Just assume : where vegetation is, is soil. Mountains are rocky.
Depressions collect soil.
3. Altitude. In metres, rounded to 100.
4. Landcover. None, crops, pasture, scrub, forest, jungle.
You can display it as no green to totally green (according to the BM classes: W(nothing), D, LC(scrub/ pasture), HC(crops), LF, F(forest) , CF(jungle)
5. Climate.
6. Watertable. Ocean, sea, mudflats, swamp, arid. The arid category covers the various types of desert.
Why not like the eco-model: Ocean (dark blue), Sea (blue), Lake (light blue), Wetland (partially blue) , Ice (white)?
7. Rivers.
8. Passes.
I think passes are better treated as geo-specials. A pass longer than 50 km seems a bit exaggerated.
9. Roads, including causeways.
10. Railroads.
11. Canals.
12. Urban areas.
13. Settled areas
Keep one percentage for terrain use: % natural/ % in human use. The % in human use can be further split up in % farmland and % buildings (depending on existing number of units of infrastructure). The dominating % would be displayed. (Or, if a city is just a partial overlay for the square, draw it on top.)
Aren't we going for composite squares? I mean drawing terrain, vegetation, water and infra independently on top of each other. Would be easier to code I think, but maybe it takes too much time to display... But it allows for hundreds of combinations with only a few overlays.
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Gary Thomas
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New Zealand
Mar 2001 time: 17:14
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Great to have you back!
quote: 1. Landform. flat, rolling, broken, massif.
I would add depression/valley/basin also. It can be used for valleys, river valleys, wetlands,coastal submerged lands, ..
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My immediate concern was for what is visible. If land is submerged it doesn't make a lot of sense to draw the underlying hills or plain then the sea on top of it.
I would imagine that "depression" is a matter of altitude, as is, say, plateau, though this does raise the question of transition from one altitude to another.
quote: 2. Material. What the land is made of: soil, sand, rock.
Most areas have multiple layers in their soil. Also, very different material come to the surface on 10000 km².
Just assume : where vegetation is, is soil. Mountains are rocky.
Depressions collect soil. |
This could certainly be included in cover, and I have done so in the code. Effectively, everything is soil, except sea, desert and rocks. Just now the only rocks are mountains, but a rocky desert is possible.
quote: 4. Landcover. None, crops, pasture, scrub, forest, jungle.
You can display it as no green to totally green (according to the BM classes: W(nothing), D, LC(scrub/ pasture), HC(crops), LF, F(forest) , CF(jungle) |
These have quite different effects in other ways, so should be made visually distinct.
quote: 6. Watertable. Ocean, sea, mudflats, swamp, arid. The arid category covers the various types of desert.
Why not like the eco-model: Ocean (dark blue), Sea (blue), Lake (light blue), Wetland (partially blue) , Ice (white)? |
The terrain is all done by way of pre-prepared images, not just by colour. So we need a specific image for every terraion type to be displayed.
quote: 13. Settled areas
Keep one percentage for terrain use: % natural/ % in human use. The % in human use can be further split up in % farmland and % buildings (depending on existing number of units of infrastructure). The dominating % would be displayed. (Or, if a city is just a partial overlay for the square, draw it on top.) |
This is already implemented, except for the buildings part. I would not imagine that, in most circumstances, buildings contribute very greatly to covering a 100 km2 area.
quote: Aren't we going for composite squares? I mean drawing terrain, vegetation, water and infra independently on top of each other. Would be easier to code I think, but maybe it takes too much time to display... But it allows for hundreds of combinations with only a few overlays. |
Unfortunately, in many cases this doesn't work. Forest on top of hills is hilly forest, and different in appearence from flat forest. This is true of any kind of vegetation - the underlying land form is visible, so if you just draw flat forest on top of rolling hills, what you will see is flat forest.
The problem, essentially, is that most of these things cover the whole square and are opaque, so you will not see what is undeneath.
Cheers
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:14
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I agree that being below sea level doesn't change much: Around the dead sea, you won't draw an artificial sea level change in the plains.
As for desert, dunes are actually desert sand hills. I also think most common desert is ice but that's pointless.
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:14
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The building % of a square isn't that important and won't be used that much (and that is why it can be calculated only when needed). I had things in mind like greenhouse gasses absorption and, more importantly, the chance for a infra to be damaged when a minor disaster occurs, be it natural or man-made (eg. meteors or bombs). It's quite easy to bomb eg. Hirosjima, but to bomb the States' nuclear control center, it needs to be found first.
In the ecology model, desert is defined as minimal BM (1-15). So are you going to record the type of soil for every square to display it? Since every square can become desert..
What will be the functions of the main map? It would be appreciated if we made useful distinctions.
Most of the time, forest will not cover the whole square ( with the trees Fiera drew anyway), so you can still see what's underneath. You probably can't distinct between flat and rolling maybe but that's irrelevant anyway since there are trees.
Also, weren't there plans to represent reliëf like SMAC?
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Gary Thomas
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New Zealand
Mar 2001 time: 17:14
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quote: In the ecology model, desert is defined as minimal BM (1-15). So are you going to record the type of soil for every square to display it? Since every square can become desert.. |
There is a distinction between what is in the square, according to the ecology model, and what we show on the screen. The first affects what can happen in other models, the second is what we see. Hopefully there is a close modelling between the two, but in the immediate future (D5) we are constrained by the tile images we have available.
quote: What will be the functions of the main map? It would be appreciated if we made useful distinctions. |
Not sure what you mean here. The map shows the geography, the units and any cities, at present.
quote: Most of the time, forest will not cover the whole square ( with the trees Fiera drew anyway), so you can still see what's underneath. You probably can't distinct between flat and rolling maybe but that's irrelevant anyway since there are trees. |
Fiera's forest tile is opaque. The bits between the trees are still part of the forest.
quote: Also, weren't there plans to represent reliëf like SMAC? |
That is altitude. SMAC has a whole team of artists to produce hundreds of different tile images. We do not have that luxury.
Yet.
Cheers
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:14
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With the function of the main map, I mean: what will the map be used for mainly. Military, economic or cultural matters FE. Just keep that in mind when designing the pictures.
You can also use only the trees of Fiera's forest.
But for the demo's it's better if it doesn't get too complex, I agree.
I thought I saw F_Smith mention (to Mark) in another thread that it only took deformations to do altitude, so we don't need any extra tiles.
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Gary Thomas
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New Zealand
Mar 2001 time: 17:14
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I want to make it quite clear that this post doesn't relate to D5, or even to D6 (which, I feel, should concentrate on Tech, Government, Diplomacy, an improved GUI and, above all, some AI), but maybe to D7.
I have always felt that 100km squares are too big for some of the things that could add considerably to the game.
In the discussion below "square" means 100km, "minisquare" means 10km, "microsquare" means 1km and "nanosquare" means 100m.
Certainly for combat, I favour 100m squares. This gives a mere 53,000,000,000 (on a quick calculation) for the Earth's surface. Entering the starting data would be quite a job, so, presumably, they will have to be generated automatically.
If they can be generated automatically at the start of the game, why not generate them automatically whenever they are referred to? The important point is that they have to be exactly the same every time they are generated. And the results do not have to be stored.
Here "repeatable pseudo-random number sequences" come in. See "Game Programming Gems", chapter 2.0.
At the start of the game, a normal random integer is generated as a seed for this game. It is saved as one of the parameters for the game. Then, as the map squares are generated, each gets assigned a random integer from a repeatable sequence. These numbers will be regenerated each time the game is loaded.
When a minisquare is referred to it will have x and y coordinates as integers in the range of 0-9.
Another repeatable sequence, seeded by the number for the main square, will run across the x-coordinate. That is, the first (left-most) column of squares will use the first repeatable pseudo-random number from the sequence, the next colum will use the second, up to the ninth. The same system is then used to work down the column to the correct row.
This process is then repeated for the microsquares and then the nanosquares, finally obtaining a random integer which defines the characteristics of the nanosquare.
Now yet another sequence is used to define the contents or characteristics of the nanosquare (which should be completely homogeneous - lets not go to the level of 10m squares). Also, the contents will be modified by the terrain type and any artifacts (city for example) found in the main square.
Generation of pseudo-random integers can be made extremely fast, and this whole sequence will have, on average, 27 numbers, plus one for each square characteristic.
Each time this square is referenced (and this will only happen in a battle, or perhaps during road-building) the above sequence is followed. This means that when we get to the point of displaying a tactical battle map (in the style of CtoP2), the terrain will be realy realistic, and stable.
Road and rail building could be a lot of fun, too. Also, in square rivers can exist and have realistic effects.
I suppose you might have guessed that random terrain generation has been an interest of mine for many years...
The memory, execution time, disk space, and coding requirements for all this will be minimal. You will notice that I did not mention artwork here...
Cheers.
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:14
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More detail means more realism, so that's great. Watch out for micromanagement though, but you know that of course.
Can the terrain change from four categories to a range of 100-0%? 100% then means 100% usable ( 100% flat) while 0% means there really isn't any space for anything, agriculture or buildings (mountain peaks). This would avoid Discontinuous jumps and it's probably easier to generate too. And I can do food sites*terrain to adjust food sites for terrain. Four categories would be too restrictive, but we are used to them from Civ, probably.
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:14
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I mean flat-rolling-hilly-mountain, which is similar to certain terrain types in civ.
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