Ive explained word by word how the mechanism works, all you need to do is turn this into code. Its doable in like 50 lines.
Yet you keep messing with flood fill and pathfinding, none of them are needed to make a map.
It is very hard to bend someone elses generating code so that it outputs a map that fits your exact needs.
Either bend your game or code what i have said.
Procedural map generation
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- BrotSagtMist
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Re: Procedural map generation
Yeah my apologies im not new but ive far from being able to just convert the things youve said into code, I can fully understand the tasks your telling me will fix the program and I believe they would for sure work but I cant really fully grasp it yet in my current stage of love2d knowledge which is why ive tried branching around to see if theres other possible ways that could me more accommodating to implement A but also to change later B, youve been a big help and a ton of other people would have gained a lot from your words but im just simply not knowledgeable enough on love2d to use the help youve been providing. Im not trying to blatantly ignore you I just cant convert the things you say into code since its above my knowledgeBrotSagtMist wrote: ↑Thu Dec 15, 2022 4:39 pm Ive explained word by word how the mechanism works, all you need to do is turn this into code. Its doable in like 50 lines.
Yet you keep messing with flood fill and pathfinding, none of them are needed to make a map.
It is very hard to bend someone elses generating code so that it outputs a map that fits your exact needs.
Either bend your game or code what i have said.
- Gunroar:Cannon()
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Re: Procedural map generation
Re: Procedural map generation
Ill check it out ty!
Re: Procedural map generation
Can you create the map filled with rectangles?
- Gunroar:Cannon()
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Re: Procedural map generation
But for real rotLove has everything. Makes things easy...maybe too easy. As in, if you use that library and you did all of this to learn about procgen you probably won't learn anything.
Though I also like to do my own pass over the map rot generates by messing with the rooms and tunnels.
Though I also like to do my own pass over the map rot generates by messing with the rooms and tunnels.
That's kind of one of the techniques to create a dungeon
Re: Procedural map generation
Would you happen to know any tutorials or areas to learn about how to use it since the docs are kinda just a command dump?Gunroar:Cannon() wrote: ↑Sat Dec 17, 2022 8:26 am But for real rotLove has everything. Makes things easy...maybe too easy. As in, if you use that library and you did all of this to learn about procgen you probably won't learn anything.
Though I also like to do my own pass over the map rot generates by messing with the rooms and tunnels.
That's kind of one of the techniques to create a dungeon
Re: Procedural map generation
I would make a rectangle class that would have a random width and height and then make a second at 1st x + width till it hits a certain point where if new rectangle width > screen x then rectangle width = rectangle width - screenx
Re: Procedural map generation
I would make a rectangle class that would have a random width and height and then make a second at 1st x + width till it hits a certain point where if new rectangle width > screen x then rectangle width = rectangle width - screenx
Re: Procedural map generation
Why not random x and y with random w and h?
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