@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.
@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.
I may experiment with this method for a 3d world generation algorithm.
Ultimape 5 days ago
@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 5 days ago
@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 4 days ago
@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 4 days ago
@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.
Ultimape 3 days ago