What’s more fun than a space sim filled with procedurally generating planets?
Thanks to this guy John Olsson for his great description of the technique as well as the C source code to base things off of. You can see the source code and math for it here. http://www.lysator.liu.se/~johol/fwmg… I’ve made a number of tweaks including:
- various performance improvements, like converting the Flood Fill algorithm from a recursive (which was overflowing my stack) to one that is list based
- “code clarity” improvements (like getting rid of those cringy “goto statements” (eek)
Oh, and to answer the question, “what’s more fun…”? How about if I add a lightening storm!
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