Looks like a seahorse on the second pic... ^^ I think it looks nice, whats the white border around the edges tho? Sometimes the boxpattern(?) disseapears..
i thought i'd post a first look at what i'm currently working on,
adding caverns to my random dungeon generator.
i'm using the cellular automata algorithm from roguebasin for the rough layout,
and making repeated passes at increasingly finer resolution to achieve the final cavern.
the next step is improving performance. 13 seconds for a small dungeon at screen
resolution is a bit much, and generating a print resolution map is crazy.
after that, parsing the rough layout for rooms.
Last edited by drow; 09-10-2010 at 01:54 AM.
>>< drow ><<
Looks like a seahorse on the second pic... ^^ I think it looks nice, whats the white border around the edges tho? Sometimes the boxpattern(?) disseapears..
>>< drow ><<
Looks good. I could wait 13 seconds for it tho - thats no biggie. I think quality is more important than a few seconds wait.
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Last edited by drow; 09-11-2010 at 12:54 AM.
>>< drow ><<
Last edited by drow; 09-14-2010 at 05:46 PM.
>>< drow ><<
i'm down to about 4 seconds for a standard medium size cavern map,
10 seconds with style, and 2 minutes with style at print scale.
i think i'm done with optimization, unless anyone knows some deep magic
for dealing with cellular automata across 9 million cell arrays.
Last edited by drow; 09-17-2010 at 01:07 AM.
>>< drow ><<
my brain won't stop working on this.
now down to 2 seconds, 5 seconds, and 1 minute.
a colossal cavern only takes 15 seconds, 26 seconds with style.
at print resolution should take about 8 minutes, but the process
consumes all the memory on my machine and grinds to a halt.
>>< drow ><<
I dont know what you are talking about but I like the results ; )