... which is incredibly annoying, but i guess i will continue the discussion there alsovishnou00 wrote:I replied in a new thread.
viewtopic.php?t=819

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... which is incredibly annoying, but i guess i will continue the discussion there alsovishnou00 wrote:I replied in a new thread.
viewtopic.php?t=819
Plus, we'd be able to include some options at galaxy setup:Growing tree algorithm: This is a general algorithm, capable of creating Mazes of different textures. It requires storage up to the size of the Maze. Each time you carve a cell, add that cell to a list. Proceed by picking a cell from the list, and carving into an unmade cell next to it. If there are no unmade cells next to the current cell, remove the current cell from the list. The Maze is done when the list becomes empty. The interesting part that allows many possible textures is how you pick a cell from the list. For example, if you always pick the most recent cell added to it, this algorithm turns into the recursive backtracker. If you always pick cells at random, this will behave similarly but not exactly to Prim's algorithm. If you always pick the oldest cells added to the list, this will create Mazes with about as low a "river" factor as possible, even lower than Prim's algorithm. If you usually pick the most recent cell, but occasionally pick a random cell, the Maze will have a high "river" factor but a short direct solution. If you randomly pick among the most recent cells, the Maze will have a low "river" factor but a long windy solution.
You can already get the X and Y positions of the stars on either end, and calculate it yourself... and I don't really see how finding the length of the lanes out of a system replaces finding the shortest path across the graph for any purpose...A method to test starlane length could also be implemented, to remove the need for the shortest path pathfinding function.
Yeah, thats what i do in COW - works pretty well (although i dont have starlanes to worry about). Unfortunately though, yes, a stellar density map totally screws all of that up.Geoff the Medio wrote:Something similar could be done with exclusion regions, as I think Davebaby has done with the territory regions around stars in COW.
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I don't think this would work very well with star density maps though... there's no obviously good way to put in exclusion points to automatically generate variable numbers of connections in a given area...