Hi,

I want to do a large (very large, think about 50k x 50k) hex world map… I want something like the hexmap made here: https://github.com/eranimo/hexgen (excellent generator, btw). I know I can use a noise function to obtain most of this (like heightmap, temperatures, moisture, etc.), but I know the x,y approach and noise has limitations when one wants to work by zones (for example, to make rivers or design zones like this is more mountains, this is a lakes zone, etc.) as explained here: https://www.redblobgames.com/maps/terrain-from-noise/

does someone knows how can I overcome this problem ?

thanks !

  • Spzi@lemm.ee
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    1 year ago

    You can infer the zones from noise parameters. For example:

    • desert: temperature > x, precipitation < y
    • mountain: height > x
    • meadow: x < height < y, x < temperature < y, precipitation > x
    • estebanlm@lemmy.mlOP
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      1 year ago

      yes, I know that :) What I want is a way to make, for example, rivers that traverses more than one “cell”. Or to force a mountain range.

      • Spzi@lemm.ee
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        1 year ago

        You could achieve that by altering the noise result. For example to get a mountain range, just raise the landscape. Making the river continue is a bit more complicated but could boild down to the same.

        So the problem could be solved by finding a way to store modifications to the noise, in an infinite grid. Which would be nice anyways, for examle to store player modifications.

        If someone knows a solution, please @tag me!