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I miss my rage

@reversedumbrella / reversedumbrella.tumblr.com

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i had to redo it from scratch but here it is, a working dijkstra algorithm that creates the shortest path between two points on a height map, all this while trying to keep itself at same height (map height goes from black to white, dark to bright color).

dijkstra is an algorithm with the purpose to find the smallest path between two points and it works by dividing the map on analysed and not analysed groups of tiles, with the analysed group initially consisting of only 1 tile - the origin tile - and across many rounds the group expands until it reaches the final destination. each analysed tile possesses a distance to the origin tile and each round the algorithm picks the tile that both has the smallest distance and still has unchecked neighboors. it then analyses those neighboors, adding them to the group

because my map was so large i perform the algorithm twice

in the first wave (red and yellow) the map is divided in 8x8 chunks and the algorithm is applied to these chunks, with red tiles being analysed tiles and the yellow tiles being the chunk path found

int the second wave (green and blue) the algorithm only searches inside the yellow tiles, with green tiles being analysed tiles and blue tiles being the path found

its important to notice that this two wave approach doesnt result in the best path once we consider that the first wave treats each chunk as the average of all 64 tiles that exist within it so some nuance is lost and there is no garantee that the best path is inside the best chunk path

this becomes a trade off between precision and speed as the dijkstra algorithm tends to wander around the map, as we can see with the amount and displacement of red chunks. if i were to only perform the second wave, without the chunk path's restriction, each red chunk would be 64 rounds wasted

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have been working on a dijkstra algorithm that connects two dots on a height map while trying to stay on the same color.

red are areas searched by the algorithm while yellow is the path already found

because the map was so large i had to divide it into chunks that were searched first. next step is to code finding the path inside the yellow chunks

Might update it to an A* algorithm so that it takes in consideration the distance to the destination

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have been working on a dijkstra algorithm that connects two dots on a height map while trying to stay on the same color.

red are areas searched by the algorithm while yellow is the path already found

because the map was so large i had to divide it into chunks that were searched first. next step is to code finding the path inside the yellow chunks

Avatar
reblogged

This video showcases my Blender model of the planet that the Scud aliens call home, the fourth and final world I've mapped out for @jayrockin's "Runaway to the Stars" project. A *lot* of maps were created in service of this final render, and also in service of presenting the special qualities of this planet. I intend to show you as many of these as I can under the cut, and also in subsequent posts focusing on some of the more interstitial, ancillary maps and figures that played a part in producing the primary maps you'll see in this main post.

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sorry for dropping so much crap all at once i dont know how to update people on this 👍

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old humidity generation tests (massive failures) + the acceptable success

humidity is spread from the oceans based on the wind direction. the colors help understand it but you only need to look at the arrows

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old humidity generation tests (massive failures) + the acceptable success

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i also made this cute custom mesh generator. only the mesh generation lol. theres still a lot to do before i can get to the custom part

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