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Author Topic: Special Plant Life  (Read 2491 times)

SirHoneyBadger

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Re: Special Plant Life
« Reply #15 on: December 22, 2008, 01:27:45 am »

Giant trees have been mentioned, but how about giant cacti? A big enough cactus would actually be more ideal than a real tree, because of the defensive spines, and also because the cactus itself would provide water to it's inhabitants.

Some cacti can live for hundreds of years, and a few of them get as big as trees, so it's not impossible, atleast in a fantasy setting, and it's a concept that I haven't often come across, if ever.
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Variance

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Re: Special Plant Life
« Reply #16 on: December 22, 2008, 04:01:39 pm »

Giant trees have been mentioned, but how about giant cacti? A big enough cactus would actually be more ideal than a real tree, because of the defensive spines, and also because the cactus itself would provide water to it's inhabitants.

Some cacti can live for hundreds of years, and a few of them get as big as trees, so it's not impossible, atleast in a fantasy setting, and it's a concept that I haven't often come across, if ever.
I think it would be awesome if, given a system implemented for drawing larger preset shapes like trees or cacti, we could make them out of multiple materials. Then we could have real X/7 water contained in the cactus, and a sharper material for the spines than the meat. And you could mine into it and make it a hut. Or, if it's big enough, a skyscraper.
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Random832

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Re: Special Plant Life
« Reply #17 on: December 22, 2008, 07:21:15 pm »

Worldgen determines topography and stone type/mineral content separately, topography determined with randomized fractals and geologic content determined based on another algorithm entirely, so to make a specific shape of a specific mineral combines the two in a way that, off the top of my head, I don't see any examples of in DF.

Obsidian walls on magma pipes. Adamantine walls (and special vein patterns) on HFS. These each have a tag in the raws.
« Last Edit: December 22, 2008, 07:23:36 pm by Random832 »
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Variance

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Re: Special Plant Life
« Reply #18 on: December 24, 2008, 10:08:22 am »

Quote
Obsidian walls on magma pipes. Adamantine walls (and special vein patterns) on HFS. These each have a tag in the raws.
Yes, but each of these are generated seperately from the core magma pipe or HFS source, and they don't have specific shapes, other than the adamantine veins, which are much more like lines, because they're just veins that vary on the z-levels. I would be surprised if any of them can take, much less use, the level of mathematical input that a fractal needs. I would imagine that they're all just #RAND and simple slope-intercept equations to describe the lines.
« Last Edit: December 24, 2008, 01:24:37 pm by Variance »
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Draco18s

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Re: Special Plant Life
« Reply #19 on: December 24, 2008, 11:56:04 am »

Quote
Obsidian walls on magma pipes. Adamantine walls (and special vein patterns) on HFS. These each have a tag in the raws.
Yes but each of these are generated seperately from the core magma pipe or HFS source, and they don't have specific shapes, other than the adamantine veins, which are much more like lines, because they're just veins that vary on the z-levels. I would be surprised if any of them can take, much less use, the level of mathematical input that a fractal needs. I would imagine that they're all just #RAND and simple slope-intercept equations to describe the lines.

You've never looked at them from the side, have you?

Also, they curve on the XY plane.
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Random832

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Re: Special Plant Life
« Reply #20 on: December 24, 2008, 12:21:38 pm »

Quote
Obsidian walls on magma pipes. Adamantine walls (and special vein patterns) on HFS. These each have a tag in the raws.
Yes but each of these are generated seperately from the core magma pipe or HFS source, and they don't have specific shapes, other than the adamantine veins, which are much more like lines, because they're just veins that vary on the z-levels. I would be surprised if any of them can take, much less use, the level of mathematical input that a fractal needs. I would imagine that they're all just #RAND and simple slope-intercept equations to describe the lines.

I was responding to your claim that the game had no provision for associating a specific map feature with a specific material, not anything to do with fractals.
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Variance

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Re: Special Plant Life
« Reply #21 on: December 24, 2008, 01:24:15 pm »

Quote
Obsidian walls on magma pipes. Adamantine walls (and special vein patterns) on HFS. These each have a tag in the raws.
Yes, but each of these are generated seperately from the core magma pipe or HFS source, and they don't have specific shapes, other than the adamantine veins, which are much more like lines, because they're just veins that vary on the z-levels. I would be surprised if any of them can take, much less use, the level of mathematical input that a fractal needs. I would imagine that they're all just #RAND and simple slope-intercept equations to describe the lines.

You've never looked at them from the side, have you?

Also, they curve on the XY plane.
I know that; I meant that they're normal veins, so they curve on the XY axis, and they curve on the z axis too. They're described by lines with thickness, as with other veins and chasms.

Quote
Obsidian walls on magma pipes. Adamantine walls (and special vein patterns) on HFS. These each have a tag in the raws.
Yes, but each of these are generated seperately from the core magma pipe or HFS source, and they don't have specific shapes, other than the adamantine veins, which are much more like lines, because they're just veins that vary on the z-levels. I would be surprised if any of them can take, much less use, the level of mathematical input that a fractal needs. I would imagine that they're all just #RAND and simple slope-intercept equations to describe the lines.

I was responding to your claim that the game had no provision for associating a specific map feature with a specific material, not anything to do with fractals.
I know that the game can associate materials with topography: what I was saying was that there are no materials that are part of a pre-determined shape, because again, neither obsidian walls or adamantine veins are predetermined shapes. They're randomized, so the ultimate question is whether the randomizing process can support fractal equations. Given that toady probably just uses a RAND function for a number of degrees for the line direction to change by, within reasonable bounds, I'm not sure if the program can do that.

The closest things I can think of are river deltas and the delta-like things at the ends of chasms; I'll have to find out how those are made in worldgen.
« Last Edit: December 24, 2008, 01:27:10 pm by Variance »
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Silverionmox

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Re: Special Plant Life
« Reply #22 on: December 24, 2008, 06:02:19 pm »

Take a close look at mineral patches: they're all the same. They might be mirrored, rotated and whatnot, but they're all the same shape if I'm not mistaken. River sources and chasm ends are the same form too.
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SirHoneyBadger

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Re: Special Plant Life
« Reply #23 on: December 24, 2008, 09:06:05 pm »

Well, in any case, whatever the current situation, plant fractals etc. (along with caverns, ores, chasms, and every other naturally random feature) will hopefully show up in the game, at some point in time, for great justice.
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Variance

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Re: Special Plant Life
« Reply #24 on: December 24, 2008, 10:51:55 pm »

Take a close look at mineral patches: they're all the same. They might be mirrored, rotated and whatnot, but they're all the same shape if I'm not mistaken. River sources and chasm ends are the same form too.
That's a simple shape, in the case of large mineral patches, a circle described by a passive equation. Are deltas/chasm ends always the same? I admit that I haven't taken the bizarre time to check to see if they look the same from chasm to chasm or river to river, but that would make it even harder to implement more complex equations if a branching framework isn't already there.

Well, in any case, whatever the current situation, plant fractals etc. (along with caverns, ores, chasms, and every other naturally random feature) will hopefully show up in the game, at some point in time, for great justice.
And then we can use the programming to invoke rule 34, also for great justice. Just another, different type of great justice.
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SirHoneyBadger

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Re: Special Plant Life
« Reply #25 on: December 24, 2008, 11:03:23 pm »

oooh, what's rule #34? <---from great ignorance.
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IndonesiaWarMinister

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Re: Special Plant Life
« Reply #26 on: December 24, 2008, 11:28:14 pm »

oooh, what's rule #34? <---from great ignorance.

"Every single thing that created in this world

there will always be [censored] make in their images"
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Neonivek

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Re: Special Plant Life
« Reply #27 on: December 24, 2008, 11:49:21 pm »

Rule 34 is basically that everything good and sacred in the world will be defiled by perverts so you really might as well ignore them so you can lead a healthy and happy life
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SirHoneyBadger

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Re: Special Plant Life
« Reply #28 on: December 25, 2008, 12:03:14 am »

I thought that was rule 69?

Oh the irony!
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Draco18s

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Re: Special Plant Life
« Reply #29 on: December 25, 2008, 12:06:07 pm »

Nono, Rule #34 of the Internet states that if you can think of it, porn exists of it.

Rule #35 states that if it doesn't exist you must create it.

BTW, my friends and I are looking for a good example of "Calculus Porn."  And a math teacher stripping isn't it.
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