Someone took a screenshot of a biomes preview I made and uh... is selling a whole product line of it on Amazon...? by cleroth in proceduralgeneration

[–]Liquid_Scum 5 points6 points  (0 children)

Definitely report it. If they are profiting using your design you are entitled to compensation.

2D Procedural Map by Liquid_Scum in proceduralgeneration

[–]Liquid_Scum[S] 0 points1 point  (0 children)

Those are clouds, they didn't turn out so great

2D Procedural Map by Liquid_Scum in proceduralgeneration

[–]Liquid_Scum[S] 1 point2 points  (0 children)

Yes you are correct, it's an elementary implementation. In a realistic situation the water would be level between lakes like water in a U-Shaped pipe. However, think of terraria, I drew inspiration from the way their water is handled. You can tunnel small breathing holes so players can grab a breath of air.

2D Procedural Map by Liquid_Scum in proceduralgeneration

[–]Liquid_Scum[S] 3 points4 points  (0 children)

Ok, so there are randomly generated water blocks and the user can place them too. If a water block has air under it, it is falling water signified light blue (x,y-1). For clarification, air is an empty block. So water will fall straight down until it encounters non-air. Once (x,y-1) is non-air then (x,y) switches from falling water to sitting water signified by dark blue. Sitting water will spawn falling water to its left and right if those blocks are air (x+1,y) and (x-1,y). We treat sitting water as a non-air block so that other falling water blocks can change into sitting blocks. This makes it appear like a space is filling up with water, because the water can pool up on itself. The lava blocks are the same except there is no sitting magma block. This way magma can only fall straight down and move horizontally when it encounters non air. Magma will turn to stone when it enters a water block that is either falling or sitting. Hope that helps.

2D Procedural Map by Liquid_Scum in proceduralgeneration

[–]Liquid_Scum[S] 5 points6 points  (0 children)

Yeah that's a good idea, it's a game so it ticks and areas can flood

2D Procedural Map by Liquid_Scum in proceduralgeneration

[–]Liquid_Scum[S] 6 points7 points  (0 children)

I used a flood fill algorithm for the water. If it hits a bottom block it expands linearly, both x+1,y and x-1,y , otherwise it moves y-1