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Newsgroups: rec.games.roguelike.development
From: jimrandomh <usenetNOS...@jimrandomh.org>
Date: Mon, 25 Jul 2005 20:52:08 GMT
Local: Mon, Jul 25 2005 4:52 pm
Subject: Re: Cellular Automata
"Verdagon" <Verda...@gmail.com> wrote: The page you referenced is unreachable (invalid domain name), but that > 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 > I can't see the logic behind the "at most Y amount of tiles are > Can anyone explain this to me? Thanks! rule sounds like what I described in this article: http://www.jimrandomh.org/misc/caves.html (second draft with nice HTML formatting of article first published as http://www.jimrandomh.org/misc/caves.txt), which explains the reasoning behind the radius-2 rule. It fills in big empty spaces without breaking connections, so that you can seed with a lower fill and usually get a uniform looking, connected dungeon. -- You must Sign in before you can post messages.
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