GodotComponentTest/doc/world.txt

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# Patch based world
Per patch we have:
- tiles
- water plane
- with clickable area
A world consists of a fixed amount of tiles in x and y direction.
Patches are used to stream the world in and out.
# Cross-patch island generation:
# Shaping under water tiles:
for each tile of an island:
- create inside set I:
- add all island tiles to I
- for steps i = 0, ..., n:
- create empty rim sets RI and RN
- for all tiles in I:
- for all neighbours of tile:
- if neighbour not in I -> add tile to RI
- add tile to I
- for all tiles in RI:
- get all neighbours of tile:
- if neighbour not in I -> add neighbour to RN
- for all neighbours not in I
-