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Author Topic: Slopes and streams and bogs, oh my.  (Read 2603 times)

Vattic

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Re: Slopes and streams and bogs, oh my.
« Reply #15 on: January 03, 2009, 11:11:59 pm »

I think this idea is interesting and agree that its probably best to approach it similar to traffic designations, its just a flow bias in certain directions and could cause some very interesting things in game. It seems to be a simple solution to a complex problem, that complex problem being the boxy feel to the maps when it comes to water flow.

Oh and I like the idea of certain plants only growing in shallow water too.
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GlyphGryph

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Re: Slopes and streams and bogs, oh my.
« Reply #16 on: January 04, 2009, 02:27:46 am »

Well, in my original idea water deeper than 1 ignored slopes and went as normal.

Traffic type designations would work too, though.
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Timst

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Re: Slopes and streams and bogs, oh my.
« Reply #17 on: January 04, 2009, 08:54:21 am »

Maybe 7 or 10 contiguous slope in the same direction lead to a new Z level ?

Like :
_
  _
    _
1st  _
Z-lvl  _
          _
            _
'''''''''''''''''''''' _
 2nd          _
Z-lvl            _

Draco18s

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Re: Slopes and streams and bogs, oh my.
« Reply #18 on: January 04, 2009, 04:29:34 pm »

Well, in my original idea water deeper than 1 ignored slopes and went as normal.

I understood that, I was just suggesting a bias towards where larger depth flows to, rather than the pseudo-random nature it currently has.

Otherwise you might get something like this:
slope:
>>>>>>
water:
..11121..

result:
..1121.1.

where the larger flow flows the "wrong" way while  neighboring 1/7 flows the right way.  Which would be annoying when you're trying to flood a room full, the 1's are all separating from the edges and drying out while the 2s are flowing around, spilling into empty spots, and then flowing off and drying out again.

If the 2 flows after the 1, you'd get:
..111111.

Maybe 7 or 10 contiguous slope in the same direction lead to a new Z level ?

My point was to avoid that.  Instead of the silly "multiply everything by 8" problem.
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Karlito

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Re: Slopes and streams and bogs, oh my.
« Reply #19 on: January 05, 2009, 07:06:11 pm »

Maybe 7 or 10 contiguous slope in the same direction lead to a new Z level ?

My point was to avoid that.  Instead of the silly "multiply everything by 8" problem.

Yeah, I don't think Timst quite understands the lengths to which the sub-z levels problem has been discussed.  I like this suggestion better than that.  Its simple enough to understand and it could be implemented pretty easily under the current system.
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GlyphGryph

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Re: Slopes and streams and bogs, oh my.
« Reply #20 on: January 06, 2009, 07:06:12 pm »

Isn't there a bias for water to already flow to places that are less deep?

So ... actually, no, I can still see a two constantly fleeing the edge that the ones are flowing down, so I guess you're right, but I honestly don't see it happening often or causing much of a problem. I mean, the ones are still constantly going down to wherever they hang out, so eventually that twos gonna become a one.

Hows fast does water dry out anyways?
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bjlong

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Re: Slopes and streams and bogs, oh my.
« Reply #21 on: January 06, 2009, 08:13:35 pm »

I'm not sure, but hasn't Toady said something about one-way traffic being hard to implement?
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Ampersand

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Re: Slopes and streams and bogs, oh my.
« Reply #22 on: January 06, 2009, 08:14:40 pm »

Water drying seems to occur by chance.

I think a more simple solution to all of this would be to simply make the water flow biased towards the nearest downward ramp. At least on the surface ground, this would basically do precisely what is desired without having to add yet more data to tiles. I can see how this has exploit potential underground, though
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