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Topic:   Map Generator Model Format for Better Printing
Toubabo_Koomi
Clash of Civilizations
Disease & Natural Disasters Models


Oct 1999
posted March 05, 2000 16:54   Click Here to See the Profile for Toubabo_KoomiClick Here to Email Toubabo_Koomi  send a private message to Toubabo_Koomi
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Another thing about units moving across terrain is the climate.
For example, Hannibal tried to get something like 38 elephants across the Alps. One of those elephants made it, they just aren't cut out for the cold.
The same is true for explorers in the arctic. Many explorers tried to reach the north and south poles. Many of those early expiditions failed because the people died in the cold.
I think we should try to include somethink like this in the game.
Richard Bruns
King
NC, USA
Nov 1999
posted March 05, 2000 19:39   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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I don't think that climate will change the movement rate much, but you are right in that it should change the rate of attrition your armies suffer.
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted March 05, 2000 20:11   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Richard:

This model is meant to generate a realistic map based on scientific principles. That is distinct from the "active" map in the Clash game per se, and any map editor that derives from it. For these reasons, most of the stuff that you described is already planned (and some of it implemented in code) but there is no mention of it here. Some of that there is no distinct mention of anywhere except in the code.

That said, I don't know exactly how we are going to handle a lot of these issues. And one new thing that I'm glad you brought up was the possibility of people living at sea. I had the notion of Clash being ahistorically limited game, so it never occurred to me that we might actually want to have people taking up shop on or under the ocean.

I do not think their roads should eliminate movement restrictions entirely. The reason is that as one gets toward more modern weapons, use of roads in combat situations becomes problematic. As they near a battle site (or are subject to aerial attack) units have to disperse over a much wider area than the roads can accommodate or they will suffer tremendous losses. You can see my general thoughts on this (which are probably wrong at least several specifics) in the current military thread under the ticks system.


F. Smith:

You know, my initial attempts at organizing the Clash project, which you were part of, involved carefully crafting everything upfront and then beginning coding. You know what happened??? Everybody, including you, took off about one month into the four-month process. While I agree with you in general that we should do as much up front as possible in terms of coding specs, there is only so much we can do. Each programmer will do their own coding definition as they have time. I know that this somewhat cavalier way in which we are going to do it is going to involve some wasted effort. But when put up against the risk of the project imploding because of insufficient progress in terms of demos and such, that cost fades into insignificance. We are not a professional project that has a known amount of resources, and can call on them at will. Our extremely valuable programmer time must be put into making tangible progress, not ornate specs. Your commenting on some other part of our approach would IMO be more valuable at this point.

Richard Bruns
King
NC, USA
Nov 1999
posted March 05, 2000 21:46   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Mark:

You're exactly right. I wasn't talking about combat movement. My view is that a unit can move on a road over bad terrain with no penalty, but if it is attacked it suffers the same kind of penalty as a ship in port.

F_Smith
Prince
Austin, Tx 78728
May 99
posted March 06, 2000 15:43   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Mark:

It is true that finding qualified programmers is not easy.

But I don't think that is a reason to abandon architecting the system. My fear is that your current approach will allow things to move along until it gets highly complicated. And I was afraid that at that point the entire thing becomes so confused it can fall apart irretrievably. As you've said, as far as coding goes, what ya'll have so far is basically simple stuff, altho a ton of work has been done. It will get much, much more complex. You will have several complex systems, which are going to have to talk to other complex systems. A gui will have to talk to everything. And this can not be done with algorithms -- a comprehensive object hierarchy is your only hope for finishing this. Please take that advice as being worth exactly what you paid for it.

As I've said before, it is your project. I wish I had time to make your project mine, really I do. But life is life. I told you all this up front. As you know, I'm working on other projects as well. I'm sorry. I have gotten the feeling that my input is not proving valuable to ya'll, since most of the people on the project seem to disagree with my focus on a good object design as the heart of any program. So to avoid any more difficulties, I will now to go back to lurking, permenantly. I'll check back in from time to time, but I don't think my comments are proving helping to ya'll.

But one final thing: architecting the system does not mean doing a careful crafting of everything up front. Quite the opposite -- you build an object hierarchy and then a prototype, then refine the objects, then a new prototype, and on, and on. It gives you the demo versions you seek. And the models write themselves perfectly. I really wish I could communicate more effectively my understanding of software development. Ah, well. I truly hope that things work out for ya'll. I look forward to playing Clash someday soon.

Ciao, my friend. Please forgive me if I have in any way made things more difficult for you. May the road forever rise to meet you.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted March 06, 2000 17:14   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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F_Smith:

I didn't mean to chase you away, just to change the topic. The drumbeat of OO design principles truly just wasn't being helpful At This Stage IMO. So please feel free to abandon your lurkerhood whenever it suits you

Mark

F_Smith
Prince
Austin, Tx 78728
May 99
posted March 07, 2000 09:26   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Mark:

Just wondering if you have had a chance to look at that "Civ II Evolution" game project that the patron saint posted.

From that page's 'Status' section--

The development will take three stages:


  • Preparation: The construction of the software framework. A lot of work, but it's virtually done now.
  • Rules Development: Concurrently implement new ideas, test them and develop the AI.
  • Modernization: The rules are fixed now. Artifical intelligence and user interface are eternal subject of improvement.

So I'd like to make one last stab at this -- ya'll should not be fine-tuning the game rules (the models) yet. Because they will have to hang off of the basic program framework, and a simple framework change can change everything about the model. You can't build a car by asking one person to make the tires, another to make an engine, another to design a body, all with little to no coordination of design. It almost certainly will not work out when it comes time to put the pieces together. I've seen this happen before.

I really believe, from my experience in software development, that this is a seriously important deal-breaker. It can (and has on more than one occasion) ruin a perfectly good project. I feel I'm only trying to save your project. So forgive me if I'm being 'anal' about this. But I'm pretty sure this has to be your next step, if the project is to ever be finished.

Mannheim Tanker
Chieftain
the mouths of babes
Jan 2000
posted March 07, 2000 10:06   Click Here to See the Profile for Mannheim TankerClick Here to Email Mannheim Tanker  send a private message to Mannheim Tanker
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I'm using my gaming alias here, but y'all know me as Paul Crocker I've also returned from my lurkerhood to echo F Smith's concerns. I'm involved in an incredibly complex project at work (government projects seem to always have much more complexity than a sane mind would deem necessary). We're grappling with similar problems - we have contractors around the country developing separate modules for a hardware/software system. A major part of my job has been to coordinate the integration of these modules - and I've noticed that working out many of the small details at this stage is a fruitless battle since core design changes often make these details irrelevant. I'm sure you've much more experience in this than me, Mark, but I just wanted to underline what F_Smith is saying for the others that don't have experience in developing complex projects.

BTW: I also opted out of taking on a major role because of 1) time restrictions,
2) I felt that people were worrying too much about minor details rather than tackling the basic framework (FE worrying more about adding coral reefs, etc than how the whole thing fits together).

When time (and energy) permits, I hope to rejoin the team in a larger role. In the mean time, I'll continue to lurk - and wish y'all the best in making progress on Clash! I still see progress being made - I just hope everyone keeps the long-range focus that's necessary!

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted March 07, 2000 12:57   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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F_Smith:

I know your intentions are good , and I'm glad you're back!

F_Smith and Paul:

Yes I have looked at Civ2E, both before and again recently. Maybe there's a defect in my understanding, but IMO the projects are completely different. They are implementing an already existing and Tested and (somewhat) balanced rules framework. Their approach is quite reasonable for Their project, but IMO Not for Clash. I think their approach is what is generally used in the gaming industry, and you can see for yourself how many Atrocious games come out. We are trying to use the 'Sid' design philosophy of continually playing what you can cobble together to test at all times for fun and playability. Sure there will be lots of wasted effort involved, but this Isn't engineering. We don't know what the framework looks like yet... how can we make detailed object models?

Some people are talking about really detailed things in the Clash models. The only details I'm interested in now is ones we can throw into a demo to see if our basic concepts are Fun. I wish we had more people who were more interested in the big picture and how everything fits together, but that's life...

Perhaps I'm just the wrong person to be thinking about this, but I just can't see how we can plan the software framework before we have some knowledge of the models and their interactions. Thats what IMO we are trying to develop now. But there is a third factor that is not present in the kind of software projects the two of you have experience with. This has to Be Fun. We need to have some small details (just first guesses) to be able to gauge the Fun.

Maybe one of you can outline exactly what you think we Should be doing. The examples so far haven't made a good impression on me. There already are a lot of getters and setters... and putting in more are trivial. I get the idea that there are things beyond that that you are saying. I know we need objects for the models, but you can't envision the objects before you have the model, at least at any detailed level. And keep in mind that whatever the prescription it can't slow things down too much. We need as much continuous obvious progress as we can get IMO.

F_Smith
Prince
Austin, Tx 78728
May 99
posted March 07, 2000 17:07   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Mark:

Actually, it's the other way around.

The gaming industry typically consists of small companies with a handful of programmers and no actual architects on hand (they can't afford the skilled people -- most of those companies don't pay much, and only employ people willing to work for cheap because they love games). And they often end up with 'cowboy' coding as their 'methodology', often with a focus on the single angle they are interested in -- usually graphics.

The few game designers who tend to have an over-arching vision for a game are the obvious ones -- Sid Meier, Blizzard, EA, etc. One perfect clue that a company did *not* do the design well is a lack of customizability. Personally, I think we're trying to keep ya'll from becoming one of those 'others'.

As far as examples, there are several. But one comes to mind almost immediately: the tech model. You have people spending oodles of time on algorithms that won't get used. Developing instances of tech objects that haven't been designed yet. All that work will have to be redone, almost certainly.

You see, first the code framework must be laid out. The specifics of the tech system don't matter yet. Once designed, the framework will be able to handle any tech system you design -- which will allow you to change, tweak, and fine-tune the tech system to your heart's content.

What *should* you do, in my opinion? First, take the tech system as proposed. Break it into objects. Define those objects -- especially the required methods. The functionality in those methods (this is where the algorithms come in) will change later, but it is imperitive to know what the types of behaviors will be! Then code up a prototype, with one or two examples of each object. Then distribute that prototype to people, and let them play with it. After getting all feedback, only then do you begin to worry about the specifics of all the various 'techs'. This gives you the demos you want, more excitement from the participants, a faster development cycle, and on, and on.

Specifically, you have a tech system with 4 levels. Question number one -- are these to be 4 seperate objects? Will some inherit from others? Will some encapsulate others? Are some actually the same object?

Answering just this first question will go a long way. And the choice between inheritance and encapsulation will have a major impact on the shape of the final product.

How do you feel the tech objects should be arranged? Encapsulate or inherit?

As far as fun, that means (to me) that it has to be a well-designed program. Nothing is more of a fun-killer than a poorly designed interface! And actually, ya'll and the Civ2E people are engaged in exactly the same kind of project -- creating a game program. The rules of the games will be slightly different (but not so different as the ones in an RTS, or a FPS). But the rules don't matter, since a good game program framework will be able to handle any rules if it's designed well. The module types that both projects need will be identical. Only the implementations will differ.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted March 07, 2000 18:04   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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All I can say is IMO before you model objects you need to model the World. How can we define an object hierarchy before we even know what Happens in the model. If we don't even know for sure the car Has tires, how can we define the 'tire' object and its interactions? Before we didn't Know for sure the 'things' or interactions in the tech model. Any generic OO model at that point would have been so general as to be useless IMO. In terms of the tech model Now (but we Just got there) it seems to me fairly simple... Levels 1-3 techs are really the same type of object, and level 4 (applications) is different. Probably the two object types will share an interface since there is some commonality between them. Garth will probably do this shortly. What is the big deal? Richard, afaik doesn't kapish OO programming so how in the heck was he supposed to do the OO part?

However this is all horribly OT. If you want to discuss further, please copy some of this stuff into a new thread... and give it a push.

added afterwards:

I'm sure you can tell I have never had a software class since Fortran . If it helps any Garth is also much more into the code organization thing than I, so your savior may be entering stage left soon.

[This message has been edited by Mark_Everson (edited March 07, 2000).]

F_Smith
Prince
Austin, Tx 78728
May 99
posted March 08, 2000 14:09   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Mark:

You answered your own question in your first sentence -- ". . . before you model objects, you need to model the world." Model the world in an object model, which has not been done yet for the tech model. You just did that, tho, in deciding that there are two types of tech objects.

As you pointed out, it looks like ya'll have 2 objects required by a tech model -- basically, a 'theory' or 'field of knowledge' object and an 'application' object. This suggests that the concept of breaking the model into 4 levels is a mistake that can limit the models realism.

For a specific example -- what about applications that only require a single, basic piece of knowledge? Does it in fact make sense to require that to be a '4th' level tech object?

Is it possible that a more accurate way to model this might be to have 'application' objects encapsulate 'field of knowledge' objects as requirements? An application can require one, two, four, a million differing 'fields of knowledge', each 'field of knowledge' can have it's own level of specificity.

This obviously gives much more power and flexibility than a static model, and more customizability as well.

This hierarchy supports your tech model, and also supports any changes you might wish to make -- even if you chose to completely re-do the tech model to include magic, or psionics, or whatever. Once this framework is coded, you can go back for game-play reasons and force a 4-tiered structure if you wish.

So the second step, now that you've defined two tech objects (we'll call them 'fields of knowledge' and 'application', for now), is to define their behaviors.

What methods do you think each should have? What behaviors do they have in common? Should they each extend an abstract 'technology' object? Or would you rather use an interface? Personally, I'd almost certainly inherit from a 'tech' object, because that will make it easier to handle them later, in loops.

So, specifically,


  1. What methods should 'field of knowledge' have?
  2. What methods should 'application' have?
  3. What methods should be moved up to the 'technology' abstract class?

I'll create a thread, and also paste this there. I'll look for your response in the new thread.

Richard Bruns
King
NC, USA
Nov 1999
posted May 28, 2000 18:05   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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I've had these ideas for a while but never got around to posting them:

I would like to see a realistic planetary map. The cylander approximation doesn't seem right to me. So I experimented with various map arrangements until I fimally came up with the simple idea of approximating the planet with a cube.

A cube inscribed in the sphere of the planet, with the poles normal to the top and bottom faces, should be a simple and effective way of modeling a spherical planet. The shapes are topologically identical and there would be a lot less distortion than any flat map system.

This can be done by defining six square maps and setting rules for how the edges line up. Normally, the screen would only have to display one square and a few rows of the adjacent squares. Scrolling over and changing between the squares should not be too hard.

The four equatorial squares would each cover ninety degrees of longitude and the latitudes from 45 south to 45 north. The two polar squares would cover all latitudes greater than 45.

I think that each of these squares should have a side length of some multiple of ninety. This would allow equatorial squares to correspond to latitudes and longitudes, which would create an intuitive mapping system IMO.

The map editor should allow scenario makers to set the rules for edge connections. A flat map could be made by arranging the squares in a 2x3 grid and setting the outside edges to No Connection. A map of the asteroid belt could be made by creating a line of all six squares and making the two sides connect. Again, this shouldn't take too much effort, and the customizability options would be well worth it.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
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I have a better idea IMO. Its based on an old game SimEarth. Basically you have your zoomed map which is flat or can be slanted like now, but what you see on the screen isn't disorted. On the side or whereever you have a sphere of the world with a square on it (can be a retangle since a square is a rectangle). The square doesn't move. It's always dead center, but you can move the mouse around and the globe will spin. We can make it so it doesn't do this too fast. That's not hard. Anway, then wherever you look at on the map nothing is distorted.
Richard Bruns
King
NC, USA
Nov 1999
posted May 29, 2000 09:54   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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It seems to me that such a thing would be really hard to program. The cube's distortion would be about the same as the distortion of most flat maps.
Toubabo_Koomi
Clash of Civilizations
Disease & Natural Disasters Models


Oct 1999
posted May 29, 2000 14:21   Click Here to See the Profile for Toubabo_KoomiClick Here to Email Toubabo_Koomi  send a private message to Toubabo_Koomi
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I really like LGJ's idea. In fact, it's what I would have liked to have done from the start, but when someone suggested using hexes instead of squares, Mark said that too much work was put into the map already and going back to change it would be too much trouble, so I assumed the same would be said for this idea.
Mannheim Tanker
Chieftain
the mouths of babes
Jan 2000
posted May 30, 2000 08:47   Click Here to See the Profile for Mannheim TankerClick Here to Email Mannheim Tanker  send a private message to Mannheim Tanker
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Hi all. I'm returning from Lurkerhood now that I've managed to get a hold on real life stuff (I had just moved across country and started a new job when I took my "vacation" back in Feb). First, I can add some insight to the discussion on map projections:

We discussed this in incredibly gory detail last year (do a search and you'll see). Since my job involves a great deal of cartography, I might add some insight to this discussion...When you make a map, you can have ONLY two of the following (unless you do it on a true, revolving sphere)

1. True direction
2. True area
3. True distance

Pick any two. We decided that in the interests of coding, and for simplifying the interaction with the map, it was best to have uniform tiles (same size as you move around the map). Sure, the cylinder isn't perfect - but NO projection is perfect (see above). Unless Mark plans on modeling a sphere (spheroid actually). I'd personally prefer an Alber Equal Area or UTM projection, but I won't confuse the issue by pushing THAT one Unless someone can point out a REALLY good reason why we should go to a cube, I'd say we should scrap this discussion and move on to other issues.

Edit: I should add that LGJ's idea is a good one, but it still involves a projection - just one that minimizes distortion when viewed at large scales (zoomed in). You would still need to use another projection to show the "big picture" (ie the whole world on a single map)
[This message has been edited by Mannheim Tanker (edited May 30, 2000).]

Richard Bruns
King
NC, USA
Nov 1999
posted May 30, 2000 16:25   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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The Clash map is a Cartesian grid. Any map projection that is not based on two mutually perpendicular sets of parallel lines will mess up the relationship between what the player sees and what the computer is calculating, thus making life miserable in any number of ways. For this reason we cannot use equal area projections, a true sphere, or anything that bends longitude lines.

There are two kinds of maps that would work with the Clash gridding system:

1) A Mercator projection
2) A cube

The mercator projection, which is used in most games, has many flaws. Any movement near the poles will be seriously distorted, and moving over the poles is impossible.

A cube would model the planet much more accurately while keeping a Cartesian grid. It would also be relatively easy to implement, unlike most map projections.

I think that the polar movement ability and the greater accuracy of the cube compared to the Mercator map would justify the time spent making the cube map. Also, the six-square approach is a lot more customizable than any other type of mapping system.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted May 30, 2000 20:49   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Richard:

We've already done some of the map AI and its all based on cylindrical maps. All the code has a flat map based on diamond-shaped tiles already. We've just had to lock in more and more as time goes by or we'd never be able to make any progress...

Anyway, We have Extremely limited coding resources. Until we get the first implemetation of most things done, the things that work already need to stay as-is. I agree it wouldn't be all that difficult to make the changes you propose, and I appreciate the thought that went into making something that works by only moderately tweaking the existing setup. But I personally don't really find the improvements in gameplay from your suggestion to be particularly compelling... Its Very difficult to supply an army up where the distortions become quite large anyway.

LGJ:

Cool suggestion. Perhaps Much later in the project we could look at implementing an appropriate transformation. It would probably look really great, and would be useful for jumping large distances in the detail maps.

[This message has been edited by Mark_Everson (edited May 30, 2000).]

Mannheim Tanker
Chieftain
the mouths of babes
Jan 2000
posted May 31, 2000 09:07   Click Here to See the Profile for Mannheim TankerClick Here to Email Mannheim Tanker  send a private message to Mannheim Tanker
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On a side note, an equal area "would" work - I use them every day at work. The down side is that you can't view the entire map at once...something that would also happen with your cube-map. In any case, as Mark said, this is a dead issue, so I'll shelve it right here.

On another note, I think I've found something that would work well in conjunction with LGJ's idea: Being able to rotate the map (like in ANNO 1602 by Sunflower Gmbh.) would allows the player to view the map from different perspectives. This works great on a 3-d type map (such as we're doing). Not sure how tough that is to code though... in any case, I think we need to keep LGJ's zoom mode in mind for future work.

Richard Bruns
King
NC, USA
Nov 1999
posted September 16, 2000 11:44   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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It seems that no one has been working on this model for over eight months. There is already a lot of overlap between this and the ecology model, so do you all think I should start working on this model? I think I could make things run more smoothly if I integrated this with the ecology model.

But there seems to be code already in existence for this model, and Mark mentioned earlier that there were things that had been decided on yet were not listed in this forum. Could you send me all of the information about this model that already has been decided on or coded?

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted September 16, 2000 19:36   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Richard:

I think I have already mentioned the only thing that is really locked in by the map AI, which is that the map should be cylindrical. MCA, who did the coding for the previous model, disappeared a long time ago, and the links to his site with the code are no longer functional. It is possible that Paul Crocker or Henrique Duarte have copies of that.

Actually, given that you are interested in learning Java, I think going ahead learning how to program, and getting the technology model going is vastly more important to the project than anything you could possibly do in this area. IMO this model could lay dormant until well after demo 5 is out and it would not hurt the project one bit. Whereas getting the tech model basically up is one of our vital issues.

Richard Bruns
King
NC, USA
Nov 1999
posted September 16, 2000 19:57   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Okay, thanks for telling me that. I'll put all of my work on the ecology model on hold and start concentrating on technology. I can get back to this and the ecology model later.

BYW, Mark:

quote:


For these reasons, most of the stuff that you described is already planned (and some of it implemented in code) but there is no mention of it here. Some of that there is no distinct mention of anywhere except in the code.


That was the stuff I wanted to know about. But if the code is gone I'll just have to start from scratch anyway, so I guess I don't need to know it.
[This message has been edited by Richard Bruns (edited September 16, 2000).]
Mark_Everson
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I will write Henrique. I think he has it.
Lord God Jinnai
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Hey Mark heard anything?
Mark_Everson
Clash of Civilizations
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Yeah I got the code from Henrique and forwarded it to Richard about a week ago.
Richard Bruns
King
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Nov 1999
posted September 29, 2000 13:37   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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I got the code; it will eventually be integrated into the Ecology model. I was planning on doing this myself sometime in the future, but it looks as if F_Smith will end up coding all of this before I learn how to code.
Rüdiger
Settler
Erlangen, Bavaria, Germany
Jan 2001
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Hi!

I recently joined the Clash Project and volunteered to code the Map Generator. I chose it, because it is not so tightly integrated into the project and I am not so experienced in Java, yet.

Since I agreed with Mark to start the whole Map Generator anew, I think I will begin with coding a heightmap generator, using the model depicted at the beginning of this thread, or something similiar. After having calculated the height of each map tile one could set the "water height", resulting in every tile with lesser height beeing covered with water. I might do it so, that you preset the percentage of the surface of the world, which should be covered with water, and the model derives therefrom the necessary water height.
Determining the ecological properties of the map tiles would follow thereafter.

I do not know yet if I can do it that way, but what do you think about it?

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Mark_Everson
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Great to have you getting into this, and reviving this long-dormant topic! Your approach sounds good to me.

So when can we expect a demo no pressure...

LDiCesare
Chieftain
La Ferté sous Jouarre France
Jan 2001
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Your idea sounds good, but I want to point out the fact that some lands are under sea level. That's probably complicated to start with, though, but I think it could be done if you use seeds for ocean/lakes (for instance only fill with water lands below level X, then flood up to level X + 3).
Rüdiger
Settler
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I have looked at the old code map generation code and the results it produces. Well, I don't like it very much. The continents are looking too geometric, not quite natural. The mountains are not nicely spread out and the many tiny islands produced aren't that appealing either.
Maybe we should use some more heuristic algorithm, one not based on real geological evolution, but one just optimised for good looking results? I haven't made up my mind yet, but I think the model as it is now may not quite be what we need.
Please comment what you think of that. It is a completely different approach and may not be what you like.

LDiCesare:
Yes, good point, hadn't thought about that. But maybe it wouldn't hurt too much leaving it for a later version.

Mark_Everson
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Hi Rüdiger:

Well, the person doing the work gets the most say in how things get developed. So why don't we think about this for a bit, and then we can decide what the best direction to go in is. I'm going to try and get into contact with Paul Crocker, and see if I can interest him in contributing to this discussion.

On the continents looking too geometric, I raised that issue before with MCA, but he assured me that that was due to a bug (or perhaps lack of refinement in the code). I think another problem may be with initialization. By starting everything as a big continent, fracturing it, and only letting it evolve a bit from there, you will tend to get compact things like are shown in MCA's examples. It may be much better done with a cylindrical map with a few large starting continents.

So I advise giving this a few days to talk over before we make any decisions. But you could certainly investigate other possibilities during that time. You could also try some simple modifications to MCA's code along the lines of what I suggested, or let it evolve longer and see if it doesn't look better.

-Mark

Lord God Jinnai
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My concern is that whatever we use for generating the maps should work resoanbly well whether the player wants a closed map, cylindral map (like civ), or a globe (my proposal).
Mark_Everson
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Rüdiger:

I heard from Paul on the subject I posted above. He's really busy so he thought it might take a bit for him to get back to the forum. But he said that mca's code output has many limitations that are simply the result of not enough iterations and other factors. So pending Paul's re-emergence I'll again suggest that playing with the old demo code with more iterations or different initial landmass distributions seems valuable to me. BTW, It looks from the results that the map may not be cylindrical either. That would be another thing to look into changing, since plates might tend to spread out more given the extra freedom.

What do you think?

Hi LGJ:

While I agree it would be valuable to have a map generation routine that can make a sphere, I don't think we can call it essential. Till we've got all the models doing Something reasonable, I don't think we can make big detours in our algorithms etc. based on options it might be nice to have. Hopefully you'll get your wish, but I don't think we should make the map generation stuff much more difficult (and so take potentially a lot longer) just to allow for spherical maps.

Rüdiger
Settler
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Ok, ok, I'll do what you say Mark!

I did not have much time the last days, so I haven't looked into the whole thing again. I'll rewrite the old code I have and try to make it better.
If cylindrical map means going off the map to the left is entering it on the right, then the code already handles cylindrical maps.
[This message has been edited by Rüdiger (edited February 28, 2001).]

Mark_Everson
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Hi Rüdiger:

Sorry, I didn't mean to badger you... much Yep, cylindrical means what you said. Just another idea I had is that plates could be given a 'drift term' in their random motion. So even though the motion is random, on average it goes in a certain direction for each plate. If there isn't something like this, if you start out with a big block you'll basically end up with a big block with some small channels between the pieces. Anyways, good luck on messing around with it!

Lord God Jinnai
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Mark:

I understand working on the cylendrical first, mainly cuz its easier since its been done before. I'm just saying that if clash is going for realisn where it doesn't interfer with player fun, i don't see how my idea interfers with it as it would be totally optional.

Again, i am not saying that it should be worked on until we have most of the stuff done for the cyledrial map.

Rüdiger
Settler
Erlangen, Bavaria, Germany
Jan 2001
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I heard from a friend of mine, who studies geology, that the continental plates are moved by "hot spots". Hot spots are locations, where hot magma flows up from the planets core to the surface, pushing the continental plates away. I think I will implement something like that to determine the movement of the continental plates, it seems much better than just a random movement.

Since I will rewrite the whole Map Generator I will change a few things, that aren't ideal in the old code. But I'll stay with the concept from the beginning of this thread.

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EASY TO INSTALL = Difficult to install, but instruction manual has pictures.

Lord God Jinnai
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Rüdiger:

There are a few flaws in your last statement, but nothing to worry about for game dynamic purposes. Its just that when attempting to model plates like that, you must also be aware of the fact that the magma also can suddenly (in geologic terms) switch directions, even 180 degrees and also do so mid-plate so you'd have 2 smaller plates.

You should also be aware of strange things that happen like on the india//austrailian plate where india can only move ~1" per year while austrailia can move sometimes up to ~4" a year, so that may cause a rip and create a new plate.

Rüdiger
Settler
Erlangen, Bavaria, Germany
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LGJ:

Ok, the way I described it was a bit oversimplyfied. I dind't want to go to the extend as you described it, I just liked the general idea. I definetley don't like randomly moving plates.

All:

I actually started coding yesterday and I'm slowly getting a grip on Java. Swing is still a little unusual to me, but I'm getting along. I hope I have something to show the people, tonight. Though it will only model the height of the tiles, and it uses only simple models. But from there it shouldn't be to hard to add some water to get land and sea. And then an ecology simulation can start, determining the type of the tiles.

Do you like the quotes I add to my posts, or do you think I should stop adding them? Just wondering...

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