RotMG.com had used maps from my mapgen2 project. There are 2^33 possible maps. I didn't know which seeds they used. I figured … let me just try them all … how hard could it be? ;----)
Spoiler: found some! not all. www.redblobgames.com/blog/2025-11...
RotMG.com had used maps from my mapgen2 project. There are 2^33 possible maps. I didn't know which seeds they used. I figured … let me just try them all … how hard could it be? ;----)
Spoiler: found some! not all. www.redblobgames.com/blog/2025-11...
(It may be hard to see them on the screenshots)
I'd like to have interesting textures that are intentional instead of the result of a bug …
(It may be hard to see them on the screenshots)
I'd like to have interesting textures that are intentional instead of the result of a bug …
I had been drawing river segments on the cpu to a texture, and then reading that texture on the gpu. I changed it to draw river segments on the gpu directly.
I had been drawing river segments on the cpu to a texture, and then reading that texture on the gpu. I changed it to draw river segments on the gpu directly.
(I'm learning WebGL2 this week)
(I'm learning WebGL2 this week)
If none of my experiments fail, I'm not being ambitious enough. So I'm ok with having many failures. This was a fun experiment.
If none of my experiments fail, I'm not being ambitious enough. So I'm ok with having many failures. This was a fun experiment.
I use a triangle mesh, so the triangles can have flow like this:
I use a triangle mesh, so the triangles can have flow like this:
(a) I get some river valleys shaded in, even where rivers have dried out
(b) I get smoother colors in the oceans
(added it to a list of future investigations)
(a) I get some river valleys shaded in, even where rivers have dried out
(b) I get smoother colors in the oceans
(added it to a list of future investigations)
1. what it looks like now - point and triangle diagrams showing a *subset* of the data
2. new version - diagrams showing *complete* data including edge cases
3. complete example, with code you can copy/paste, and numbers you can see in the diagram
1. what it looks like now - point and triangle diagrams showing a *subset* of the data
2. new version - diagrams showing *complete* data including edge cases
3. complete example, with code you can copy/paste, and numbers you can see in the diagram
www.redblobgames.com/blog/2025-05...
www.redblobgames.com/blog/2025-05...
weatherspark.com/map?pageType...
weatherspark.com/map?pageType...
float angle = random(p) * 2.0 * PI + iTime;
and then you'll see the little black/white circles rotating around the triangle vertices (easier if you zoom in by changing the /50.0 to /200.0 at the end)
float angle = random(p) * 2.0 * PI + iTime;
and then you'll see the little black/white circles rotating around the triangle vertices (easier if you zoom in by changing the /50.0 to /200.0 at the end)
If I decrease the jitter, the angles become uniform.
So what I'm looking for is even distribution of angles *and* a tight distribution of distances.
If I decrease the jitter, the angles become uniform.
So what I'm looking for is even distribution of angles *and* a tight distribution of distances.