Added: 1 month ago
From: DjTeleias
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  • I may experiment with this method for a 3d world generation algorithm.

  • @Ultimape Would you be making the worlds during runtime?

    Related videos:

    a. Combining Cellular Automata with Dijkstra's Algorithm for pathfinding: /watch?v=0aGz4eh5XG4

    b. 3D Cellular Automata for Cave-like Structures:

    /watch?v=VdADgJWcNXU

  • @DjTeleias Yes and no. I'm looking at making a massive ant simulation on the scale of dwarf-fortress. I've been researching different ways to generate the game world with a slant of methods that would work well using CUDA and gpu accelerated generation.

    Generating cave like structures would be a great way to compute potential ant-hill colony development regions etc.

    Similarly, "caves" can be used to define regions with higher densities of rocks and sand etc.

  • @Ultimape Check out Prim's Algorithm for ant tunnels perhaps?

    It seems rather suited.

    Coincidentally that's another of my videos o O

    /watch?v=ucWX34Vrel8

    Good luck with your project; I'm interested in seeing how it goes

  • @DjTeleias Indeed, it would be interesting to combine the cave system and prims. use the cave system as a bias and use prims to develop the connecting tunnels. Thanks for pointing that out.

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