This thread serves as final project submission for google for my work on City Generation and Dynamic Simulation.
This project features three Github repositories in total:
DynamicCities: Main framework module
Economy: Market and logistics
TutorialDynamicCities: Showcase and tutorial module
I set up a small wiki now :) -> https://github.com/Terasology/Economy/wiki . Feedback is very welcomed!
Needs a bit of extension of course if it comes to describing why it works.
For now I just hope it helps finding a starting point and maybe get a better understanding of it. I may create the...
Summary: This module aims to provide a very generic framework to simulate an economy with consumers and producers. On top of that however, it provides a robust method to share/trade/exchange resources between entities. It does so under a very libertarian credo: Use any storage...
Thanks! :). Yep I'll try to reserve some time for that @Cervator, as last week of GSOC should be used for documenting the work while evaluations happen. So I guess that would be a good time frame to set up some tutorials for DynamicCities and the newly created Economy module :)
Major update v. 0.2.0:
A lot has changed since the last month and I hope to give a more or less complete changelist here.
Structured Template support: buildings can be instantiated using a structured template.
Building types are .prefabs now: Their attributes (min/max size, zone...
I struggled for quite some time and on different occasions now to be conform with supported types in the said libraries. Unfortunately there were only complicated workarounds as solution yet and it slowed development significantly for me.
Especially since it is not easy to add module...
Name: Dynamic Cities
Summary: This module will introduce settlement which will grow over time. An underlying population simulation will be used to calculated the number of buildings per type needed. It will serve as a foundation for a market with which players can interact and influence city...
It would definitely be a fun experiment! Though I see some problems with it: Most worldgenerators work with a 2D Noise for the surface height. Taking an other nearby vector would only distort the pattern a bit. The same results could be achieved by taking adding one or two more noise functions...
Cool thanks! :)
Wow, that looks like there's a lot of potential. I'll try to give the spawning building process a strategy, so that one can choose which instantiation to use (yours or the method in cities so far).
I think it'll make a good fit :).
Quick update: Performance was increased tremendously and has achieved perlin world gen speed! This was achieved with Josharias method of getting noise values on batch. Thanks for the tipp @Josharias :)
Unfortunately that means I have to access the getRelativeWorldIndex method of the...
Just tried it out and works pretty good ! :)
Only the clipping of the structure onto the bottom of the focused block is a bit unintuitive. I would prefer the structure to be spawned on top of the focused block but thats just personal taste I guess.
How/where do you save the created...
Thanks for testing @Cervator ! :)
I did what I could to improve performance and found quite some things I handled badly in the first version. Also I made the lake size a bit smaller.
It should run smoother now, though I added lava lakes additionally (on surface with a very small chance / in the...
in the last days I had some success with implementing polygonal based lakes.
It has still some problems but it works reliable enough to give you a first look :).
Underground lakes with a bit of air above them.
Surface lakes which are embedded into the ground and closed...