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Post by elementalred on Dec 23, 2015 18:37:01 GMT
I haven't seen any discussions about waterfalls and mountain rivers. So i don't think there would be fluid simulations on a large scale in Thrive, but how do you think that waterfalls and mountain river would works?
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Post by mitobox on Dec 24, 2015 6:35:29 GMT
I suppose a water table could be generated in areas where water would likely pool up.
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Post by Atrox on Dec 24, 2015 11:34:36 GMT
I suppose a water table could be generated in areas where water would likely pool up. What's a water table?
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Post by mitobox on Dec 24, 2015 18:49:53 GMT
I suppose a water table could be generated in areas where water would likely pool up. What's a water table? If you look under the map in some games, like Ark or The Isle, you'll see a square of water. Everything at and under that square is registered as in water.
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Post by Atrox on Dec 24, 2015 19:06:15 GMT
Ohh right right
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Post by Deleted on Dec 29, 2015 21:04:30 GMT
Maybe different types of maps for example physical political etc...
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Post by Moopli on Dec 30, 2015 17:05:05 GMT
Here's what I'm thinking:
- The global world generator would produce a rough map of average elevation, precipitation, etc. - In a particular area (generally whatever the player is looking at), we would generate the actual terrain by putting down river paths, mountain ridges, etc.
To produce waterfalls, we'd simply have a rule where a river going down a steep enough slope could have a waterfall.
The harder step, I think, would be converting this schematic representation into actual terrain meshes. But having the schematic representation is arguably more important for gameplay -- for example, if we decide to place a waterfall on a particular stretch of river, then it's more important that, say, an AI would know that there's a waterfall there, than it is that the waterfall would look pretty.
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Post by alexthe666 on Jan 15, 2016 4:23:16 GMT
A water map based on height might sound cool, but what about burrows or caves? Wouldn't they be completely submerged?
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