by Burzak
EXOPLANETS: QUADRANTS
IPFS
22 April 2022•TEZOS•IPFS
Made with p5js and lots of help from @PureSpider, @marchingsquare, @__orderandchaos, @Sh!g, @NFT_raider and @CCDDBB. They patiently walked me through my code doubts and helped me figure out lots of things.
This is all code, something fairly new to me that I'm used to just draw things. It's clunky and not very well optimized, but I made it, and I had fun with it. It's an improvement on the TREASURE MAPZ code, and I hope to improve this over the next few weeks as well so I can release an improved version.
You can look at the console to see a brief log of the world being generated. I'll also leave the exploring option active, so you can keep generating new worlds. Who knows, might be useful to someone.
There are lots of parameters that don't end up in the fxhash features:
- After picking a planet type (the palette), I start the world generation over some noise patterns and define the heightmap
- Then, I smash the planet with a random amount of meteor impacts that leave craters and decrease the world height where they hit
- Next, I run a river generation walker that carves even more into the map
- Next, I decide if there's liquid water on the planet and if so, how much
- If there's water, I also run a vegetation generator that fills the world with undergrowth, bushes and trees
- I also run a little generator that adds rocks and minerals to the world, if any
- Finally, I do a check for volcanic activity: if there's any, I draw volcanoes and lava
- After the world has been generated, it's time to do a check on residents: is the world inhabited? If so, I draw villages and roads spawning out of them
- Lastly, I color the heightmap and the various pixels based on the features they represent
This is all code, something fairly new to me that I'm used to just draw things. It's clunky and not very well optimized, but I made it, and I had fun with it. It's an improvement on the TREASURE MAPZ code, and I hope to improve this over the next few weeks as well so I can release an improved version.
You can look at the console to see a brief log of the world being generated. I'll also leave the exploring option active, so you can keep generating new worlds. Who knows, might be useful to someone.
There are lots of parameters that don't end up in the fxhash features:
- After picking a planet type (the palette), I start the world generation over some noise patterns and define the heightmap
- Then, I smash the planet with a random amount of meteor impacts that leave craters and decrease the world height where they hit
- Next, I run a river generation walker that carves even more into the map
- Next, I decide if there's liquid water on the planet and if so, how much
- If there's water, I also run a vegetation generator that fills the world with undergrowth, bushes and trees
- I also run a little generator that adds rocks and minerals to the world, if any
- Finally, I do a check for volcanic activity: if there's any, I draw volcanoes and lava
- After the world has been generated, it's time to do a check on residents: is the world inhabited? If so, I draw villages and roads spawning out of them
- Lastly, I color the heightmap and the various pixels based on the features they represent
Creator of PUNKDOE, TezosPirates, and PRJKTNEON
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