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[Freeciv-Dev] Re: Mangled river generator
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To: Erik Sigra <freeciv@xxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Mangled river generator
From: Thue <thue@xxxxxxx>
Date: Mon, 9 Oct 2000 11:56:01 +0200
Reply-to: thue@xxxxxxx

On Mon, 09 Oct 2000 01:23:00 Erik Sigra wrote:
> Thue wrote:
> > 
> > On Fri, 15 Sep 2000 19:50:08 Erik Sigra wrote:
> > > Gerhard Killesreiter wrote:
> > > > BTW: Freeciv seems to not compile with -lm by default. At least I get
> > > > a fatal problem when using Eriks river patch. Not on Linux, however.
> > >
> > > Here is a new version of the river patch. It does no longer need lm. It
is
> > also slightly less ugly and the formula for desirable_riverlength is
tuned.
> > >
> > > Remember that you can see a lot of debug information during the river
> > generation process if you run the civserver with '-d 3'.
> > >
> > > > Cheers,
> > > >         Gerhard
> > >
> > > Erik Sigra
> > 
> > Here is your patch somewhat mangled:
> > -spelling errors corrected (would you beleive that of me :))
> 
> Ups... however, it seems like you didn't find them all (desicion).
> 
> > Possible improvements:
> > -Maybe all the non-fatal functions should be evaluated on a tile, and let
> > the attractiveness of the tile be a weighted sum.
> 
> And this would be an improvement how?

Well, right now a river can flow as much uphill as it wants as long as it is
into a swamp. With weighted average we could take both into account at the same
time.

> > -It could make small changes the terrain when painting rivers, as fx a
river
> > going through a desert creating grassland.
> 
> Good idea.
> 
> > -Allowing bigger intersections of rivers and then converting them to an
> > lake.
> 
> Is there an image for this? Something light blue I suppose?

I was just thinking of generating ocean squares.

-Thue



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