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Re: Random Map Generator

PostPosted: 11 Aug 2017, 06:52
by Krom
In the MapEd you are free to call Random as it never intersects with the gameplay state ;-)

Re: Random Map Generator

PostPosted: 13 Aug 2017, 16:59
by Strangelove
This is awesome! I tried to program something like that with dynamic script a while ago - was a nightmare tho haha. Keep up the good work! :D

Re: Random Map Generator

PostPosted: 25 Sep 2017, 19:09
by tuvius
Any progrsess and what are chances of releasing the software on its own since KAM remake devlopment is stopped?

Re: Random Map Generator

PostPosted: 26 Sep 2017, 09:26
by sado1
Any progrsess and what are chances of releasing the software on its own since KAM remake devlopment is stopped?
The Remake development was picked up a few months ago by a new person and is not stopped anymore :D This map generator was planned to be included, from what I understand.

Re: Random Map Generator

PostPosted: 26 Sep 2017, 11:19
by Rey
Any progrsess and what are chances of releasing the software on its own since KAM remake devlopment is stopped?
Yes, we have plans for new release, not sure when though.
And yes we want RMG to be included into it. Toxic is working on new AI, as far as I know, so lets just wait.
For now RMG is working as part of MapEditor, but It would be better if we can use it as a new game mode.

Re: Random Map Generator

PostPosted: 26 Sep 2017, 15:38
by tuvius
Thats great news, something to wait for.

Re: Random Map Generator

PostPosted: 15 Oct 2017, 16:31
by Toxic
For now RMG is working as part of MapEditor...
The main part of the RMG is finished. I am waiting for new textures (transitions of resources ... especially for stone).

The RMG generates a complete map (255x255 tiles) in ~109 millisecond on my PC (CPU: 4 cores 4,6 GHz) so there is potential for new ideas. For example I will maybe create better algorithm for generator of non-walk textures (currently is used modification random walk in Voronoi diagram).

There is also problem with the balance - we want to generate resources randomly but we also want the same count of mine locs => so here is this "stupid" requirement: generate something randomly but it must be always same :? . In the worst case I will use no-build objects or different textures to achieve balanced maps but I still think that some better idea will be born in my head. :wink:
... but It would be better if we can use it as a new game mode.
Some parts of the code are for me "black box" (I don't want to read / understand it because it takes time (H) ) so the preparation of the new game mode must be made by someone who knows something about it. But it should not be hard - the RMG just replaces data of a map.

Re: Random Map Generator

PostPosted: 30 Nov 2017, 19:40
by Toxic
Mines are fixed:

Image

... so many efforts had to be done to achieve this (generation of random shapes [Voronoi diagram] -> detection of free space [generator of points inside circle in Polar coordinates and transformation back to Cartesian system + evaluation of surrounding tiles and finding best loc] -> merge of shapes -> checking of quantity [quick fill algorithm] -> shape fixer [remove sharp tiles in edges] -> cellular automaton [rearrangement of tiles to be able to create smooth transitions] -> mine fixer [add tiles to be able to place mine]) and yet such stupidity.

Re: Random Map Generator

PostPosted: 01 Dec 2017, 15:41
by Krom
I share your emotion.
Making AI (akin to RMG) to work is a huge effort that goes largely unnoticed.

Re: Random Map Generator

PostPosted: 02 Dec 2017, 00:58
by Rey
Well, I hope we can finally make it really usefull, so all your efforts, Toxic, will be rewarded with years of game time spent in your RMG mode

Re: Random Map Generator

PostPosted: 02 Dec 2017, 09:15
by Toxic
Making AI (akin to RMG) to work is a huge effort that goes largely unnoticed.
I generaly agree but in my case that is actually not true. I have got several personal messages about ideas / questions from other people (for example Decimo offered me his help with Genetic Algorithm for the AI).

My point was about fact that I could replace all those stuff (shape editation) with the following code:
  Code:
KMPoint := GetFreeSpace(); for Y := KMPoint.Y to KMPoint.Y + MINE_HEIGHT do for X := KMPoint.X to KMPoint.X + MINE_WIDTH do Tile2Array[Y,X] := MINE_TILE;
and the result will be same :lol: .

Edit: because this page is loaded quite fast I will put there another examples of generated maps to avoid this strange behaviour :wink:
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