Just idle speculation on Biome distribution (sans simulation since we don't have a land mass to simulate against unlike Dwarf Fortress).
A: Pick a default biome for the map as a whole
B: For every Chunk use a systematic noise function to determine a deviation from the normal default biome for the map (Even a random walk would suffice). Use a Voronoi diagram to effectively cluster the chunk data's biome value into biome regions with an averaging function.
C: Once the cell exceeds a threshold (?octave?) transition to a new biome.
D: Map a precipitation object to chunks so that transitional periods can get varying precipitation types at transitional points.
By arranging the enumration of biomes such that logical opposites lie (lay) at opposite directions (this can be N directional like a compass or star graph) such that desert and jungle are at opposite locations. By evaluating the biomes as a deviation extremes would have to transition back to the default prior to escalating to a different extreme.
(e.g. The biomes must cross back to 'center' (default) before moving towards an alternate, incompatible extreme).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A: Pick a default biome for the map as a whole
B: For every Chunk use a systematic noise function to determine a deviation from the normal default biome for the map (Even a random walk would suffice). Use a Voronoi diagram to effectively cluster the chunk data's biome value into biome regions with an averaging function.
C: Once the cell exceeds a threshold (?octave?) transition to a new biome.
D: Map a precipitation object to chunks so that transitional periods can get varying precipitation types at transitional points.
By arranging the enumration of biomes such that logical opposites lie (lay) at opposite directions (this can be N directional like a compass or star graph) such that desert and jungle are at opposite locations. By evaluating the biomes as a deviation extremes would have to transition back to the default prior to escalating to a different extreme.
(e.g. The biomes must cross back to 'center' (default) before moving towards an alternate, incompatible extreme).