On 15-Nov-01 Adam Ashenfelter wrote: > 1. Infinitely huge and detailed maps can be mathematically generated, with > none to very little drive space used to store the map. I actually like the idea of generating the outdoors by altitude, and letting the client or server side do all the work. This would have some decided advantages especially when you tag in the weather code I've been thinking about. Say for example, the maps of the world were just vast expanses of numbers.. not generated on the fly, but perhaps generated by a program. You let altitude determine everything. You start by having simple effects, like low altitude is ocean, high altitude is mountains, etc etc. Then, you throw in my weather engine, and this is where my idea gets kinda wonky, so stay with me here. The engine (which is nearly ported over) automatically determines weather based on a number of factors, altitude being one of them. Now, you add the ability for the engine to save average rainfall and temperature on the map, and suddenly, the map will self-evolve. High temperature, low rainfall, the area will slowly become a desert. High rainfall, tropical temperature, jungle. Basically each square on the map would have attributes: avg rainfall avg temperature (high/low/avg) temperature modifier (off the base) humidity modifier (proximity to ocean and large bodies of water) altitude Each "tile" would have a preference zone. Forests require a temperature of about 60-70, rainfall of 50inches a year. Theoreticly, we just have the cities, and a small program that designs a random worldmap. We distribute those, and each server will have a unique layout. Each one evolving differently. Ok.. it's pie in the sky.. but it's a nifty idea. --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi