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world generation mechanics

Posted: Tue Nov 17, 2015 6:34 pm
by Somecat
I am C# coder and i assemblin' my small game with simillar world generator.
I made a test assemble of nice Perlin noice generator, but stuck in one trouble. It generates easy one chunk (as one in spoiler) but always randomly. Then some event happens, another one chunk must be generated lefthand of this one and connects to.

Spoiler:
Image
I thinked that if mechanic simillar someone can tell me how same realised in Factorio. I need not code but idea.

I may sound brazenly, but reason is my bad english, sorry.

Re: world generation mechanics

Posted: Wed Nov 18, 2015 6:44 am
by Smarty
moved from gameplay help --Smarty

Re: world generation mechanics

Posted: Wed Nov 18, 2015 3:10 pm
by Somecat
Well. I googled hard a Perlin noice topic and solved my problem. Can any moderator delete this thread please? :roll:

Re: world generation mechanics

Posted: Fri Nov 20, 2015 8:54 am
by ssilk
We don't delete topics, if there is no good reason, cause others might have the same question.

Re: world generation mechanics

Posted: Sat Nov 21, 2015 9:06 am
by Somecat
But there is no answer just question :\
I see there no useful information. Nonsence.

Re: world generation mechanics

Posted: Sat Nov 21, 2015 1:44 pm
by ssilk
Someone who read the question might have the idea to PM you...

What I mean is: Don't think, that non-information is useless.

Edit: Gppgle earns millions of $ per day with such information...

Re: world generation mechanics

Posted: Sat Nov 21, 2015 2:24 pm
by daniel34
Somecat wrote:Well. I googled hard a Perlin noice topic and solved my problem. Can any moderator delete this thread please? :roll:
Somecat wrote:But there is no answer just question :\
I see there no useful information. Nonsence.
You can always add your answer to this thread, so others don't have to google hard for it.
Hint: c++ - Best way to add seed to Perlin noise? - Stack Overflow