May 302011
 

Remember Cave Generation + Dynamic Lighting v1.0? Well we had a lot of really small areas in between all of those caves that aren’t really good for anything. Too small to be of much use for exploration value/mining value or anything. Writing an algorithm to detect those small ‘caverns’, lets call them, was not fairly simple. With such a large bitmap, I was encountering stack overflow with my recursive flood fill and area finder. What I really needed was a non-recursive function for the area finder and to use the bitmapdata.floodFill() function that is in the BitmapData class. The evolution of the area finder algorithm was recursive to color bounds using mass floodfilling to a non-recursive queue implementation. The filling algorithm just went straight to the bitmap’s floodfill which wasn’t limited by stack overflow as the recursive one I had designed. In the picture below you can see the areas that were detected as too small colored red, and will be filled in with the Solid color.

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May 282011
 

Inspired by Emanuele Feronato’s procedural cave generation, I took his code, and made this experiment. Instead of running on graphics data, which makes it hard to use when using incredibly large areas and changing colors of each individual ‘block’, I used a bitmap and vectors of uints to create the same effect. A fully visible cave system would look like this, with the larger caves filled in with color to show their sizes.
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May 222011
 

Long time since we posted any information on Ruby Star, the game we finished making in February. After some months, it has finally gotten a bit we are satisfied with, and we are at the end of the sponsorship process. When, and if, we get permission to post about the sponsorship process, we will elaborate much much more and in great detail how things went.