Pigeon Hole Stepping v2

Pigeon Hole Stepping v2

I had originally written an article on how to implement PHS here. Having found the maps generated slightly redundant I decided to take another look. Here are the steps taken to successfully generate a more realistic "town." It's essentially a drunken walker like Diffusion Limited Aggregation mixed with a hallway constraint that mimics the large part of PHS.

  1. Start somewhere in the middle, add this and all possible directions up to a certain dynamic length (I used a standard deviation of 1.4 with a mean of 5, ) as nodes: [{x,y,direction},...].
  2. We will be looping until all nodes

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Generating Ancient Ruins

Generating Ancient Ruins

While creating algorithms for random continent generation, I came across an old algorithm I had worked with called Coupled Map Lattice. Using that to create a continent was hard but I was able to accomplish it doing layers of filters:

  • generate map with noise between -1 and 1
  • apply CML using Spatiotemporal Intermittency settings
    • (a = 1.75, ε = 0.6)
    • I found that using something too chaotic didn't have a noticeable affect compared to just generating noise in general.
  • normalize values to between 0 and 255
  • apply a gaussian blur
  • normalize values to between 0 and 1
  • apply slight height

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