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NIm  
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 More options Jul 25 2005, 4:17 pm
Newsgroups: rec.games.roguelike.development
From: "NIm" <bladedpeng...@gmail.com>
Date: 25 Jul 2005 13:17:20 -0700
Local: Mon, Jul 25 2005 4:17 pm
Subject: Re: Cellular Automata

Verdagon wrote:
> Hey everyone. I recently made my own cave generator based on Brian's
> Cellular Automata at
> http://www.herassmygod.org/bcr19374/programming/cellular/ and it works
> beautifully.

> What I don't understand is how it works. When I looked at the source
> code, it says that "if at least X amount of tiles are within 1 radius
> of a tile, and at most Y amount of tiles are within 2 radius of a tile,
> then the tile changes".

> I can't see the logic behind the "at most Y amount of tiles are within
> 2 radius" part. I don't really HAVE to, because it works fine with a
> 30% fill with a 4 0 2 generation and that's all I really need. But I'm
> curious...

> Can anyone explain this to me? Thanks!

Usually, a cellular automaton uses the number of adjacent squares;  if
5 or more squares are squares in radius 1, the cell is a wall,
otherwise, a floor. The problem with this is that it tends to generate
large open spaces, which are uninteresting as far as roguelikes go. the
soulution is to take any uninteresting tiles, those that are all alone,
and make that area more interesting, by adding walls to it.  I just
makes the map more interesting is all. I find that I haven't needed to
do that, that I get interesting enough maps with 1 generation and 42%
fill. There are lots of interesting things you can do with cellular
automata.

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