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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: Usually, a cellular automaton uses the number of adjacent squares; if > 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 > I can't see the logic behind the "at most Y amount of tiles are within > Can anyone explain this to me? Thanks! 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. You must Sign in before you can post messages.
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