The mission of this project is to create a procedurally generated world. A few features of this world would be:
- Landscapes: Rivers, lakes, mountains, ocean
- Biomes: Forests, swamps, deserts
- General land: heightmaps, water depth
- Human constructions: Cities, farms, villages
We hope to achieve our goal by making each thing by itself and then hopefully combining them together at the end, or making a new one using our algorithms. We will post our progress here, including the code and the source for each. There's a list of things to be done on the right. The one with links have already been done.
Currently there are two people working on this project. If you feel like this might be something that interests you, then feel free to contact us somehow. There'll probably be a form up eventually for that.
- Daniel Seabra is an indie game developer who believes that procedural generation can be used effectively in a game. However, if this happens not to be true, he would still like to program this world because it would be fun and rewarding, and the learning benefits are great.
- Paul Yon is a programmer who like his cake delicious and moist. Additionally, he's humbler than Daniel, because he's down below him, but he's actually a lot better at programming than Daniel, so really Daniel should put him first when designing websites like these.
We'll try to confine ourselves to these rules while making the small projects so that they can be put together more easily:
- 1. Everything must be written in Java.
- 2. The program must be an Applet, so that it can run in a browser
- 3. You can create only one object, the Applet. This restricts the map to a 2D array instead of having a million objects, which would take a lot more time to process.
- 4. No images are allowed.
Rules three and four may or may not apply to the final world project, but they most definetely apply to our small projects in order to keep them in check.