I absolutely loved FrozenFractal’s Around the World hackathon pixel art game. It has really good gameplay and I find it pretty satisfying and absorbing for such a simple game.
I’ve been enjoying the blog posts about development of the larger Around the World; but it seems like the absolute opposite of a hackathon project. And that’s okay. But based on the pace of development it seems like there’s still plenty of time to wait for something playable.
> You probably don’t remember from a post almost two years ago, but I already implemented generation of temperature, wind and precipitation patterns, and inferred the local climate from those. That was still in C# on a spherical world though, so I dutifully started porting it all to Rust on a flat world.
However, for low-density areas, the bias should be too low to notice.
Trees grow closer to one another in dense forests - perhaps dividing the exclusion radius by the density factor would keep the bias low enough to be invisible?
I absolutely loved FrozenFractal’s Around the World hackathon pixel art game. It has really good gameplay and I find it pretty satisfying and absorbing for such a simple game.
I’ve been enjoying the blog posts about development of the larger Around the World; but it seems like the absolute opposite of a hackathon project. And that’s okay. But based on the pace of development it seems like there’s still plenty of time to wait for something playable.
Representative line from a previous post:
> You probably don’t remember from a post almost two years ago, but I already implemented generation of temperature, wind and precipitation patterns, and inferred the local climate from those. That was still in C# on a spherical world though, so I dutifully started porting it all to Rust on a flat world.
> I don’t think it’s (maintaining species ratio & density) fundamentally impossible to solve; if you have any ideas, let me know!
Achieving maximum density appears related to the NP-complete Knapsack problem ( https://en.wikipedia.org/wiki/Knapsack_problem )
However, for low-density areas, the bias should be too low to notice.
Trees grow closer to one another in dense forests - perhaps dividing the exclusion radius by the density factor would keep the bias low enough to be invisible?