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	<title>Bones&#039; Blog of Stuff About Things &#187; Map Generation</title>
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	<link>http://www.manwiththebones.com</link>
	<description>Intention, Dissention and Some Stuff We&#039;re Not Supposed to Mention - Games, Software Development and Curmudgeonry</description>
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		<title>Location, Location, Location</title>
		<link>http://www.manwiththebones.com/2005/07/05/location-location-location/</link>
		<comments>http://www.manwiththebones.com/2005/07/05/location-location-location/#comments</comments>
		<pubDate>Tue, 05 Jul 2005 20:16:14 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=32</guid>
		<description><![CDATA[Most coding is a fairly blunt assault on some logical problem. Most software development is about trying to extract and define the requirement &#8212; the logical problem that can be assaulted, a process that is often as tortuously detailed and slow as archaeology (and yes, I know I haven&#8217;t gotten back to the software dev [...]]]></description>
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		<title>River Wild</title>
		<link>http://www.manwiththebones.com/2005/07/03/river-wild/</link>
		<comments>http://www.manwiththebones.com/2005/07/03/river-wild/#comments</comments>
		<pubDate>Sun, 03 Jul 2005 14:15:49 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=30</guid>
		<description><![CDATA[So I&#8217;ve got working C versions of the rain, water flow and erosion processes and the news on the speed-up is that, on average, it&#8217;s about 5 times as fast as the Python variant for the erode, but for some reason it seems to be far far faster for the flow calculation &#8212; something like [...]]]></description>
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		<title>Faster, Stronger, Wetter</title>
		<link>http://www.manwiththebones.com/2005/06/29/faster-stronger-wetter/</link>
		<comments>http://www.manwiththebones.com/2005/06/29/faster-stronger-wetter/#comments</comments>
		<pubDate>Wed, 29 Jun 2005 22:00:57 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=28</guid>
		<description><![CDATA[I spent today looking at the performance issue with the erosion algorithm. This constitutes a break of sorts for me as I do love a bit of optimising. The existing algorithm was very naive, so there was plenty of scope for improvement. The calculation of the flow of water on all cells of the map [...]]]></description>
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		<title>Death on the While</title>
		<link>http://www.manwiththebones.com/2005/06/28/death-on-the-while/</link>
		<comments>http://www.manwiththebones.com/2005/06/28/death-on-the-while/#comments</comments>
		<pubDate>Tue, 28 Jun 2005 22:31:25 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=27</guid>
		<description><![CDATA[Probably my most tortuous title pun yet, put it down to tiredness. I&#8217;ve been working on the rivers some more and managed to set up non-exiting while loops about half a dozen times yesterday and today. The debugger in Boa is not the most robust of items, and the process of getting to the problem [...]]]></description>
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		<title>Raining Facts, and Bugs</title>
		<link>http://www.manwiththebones.com/2005/06/26/raining-facts-and-bugs/</link>
		<comments>http://www.manwiththebones.com/2005/06/26/raining-facts-and-bugs/#comments</comments>
		<pubDate>Sun, 26 Jun 2005 17:51:02 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=26</guid>
		<description><![CDATA[Okay, so people. People need food, water and shelter, and so tend to build shelter near sources of food and water. Agriculture needs water to produce food, and so we&#8217;re pretty much looking at water as a primary concern when placing settlements. So, I&#8217;ve been working on rainfall and rivers, as part of working on [...]]]></description>
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		<title>Generation Hex</title>
		<link>http://www.manwiththebones.com/2005/06/25/generation-hex/</link>
		<comments>http://www.manwiththebones.com/2005/06/25/generation-hex/#comments</comments>
		<pubDate>Sat, 25 Jun 2005 20:27:13 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=25</guid>
		<description><![CDATA[I didn&#8217;t do much yesterday, but I think I&#8217;ve pretty much sorted the scaling issues for the map generation and generally improved the controllability of the method now. Previously, I was essentially randomly placing small groups of height values down on the map, only paying attention to any existing height values at a local level. [...]]]></description>
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		<title>Scales of Imbalance</title>
		<link>http://www.manwiththebones.com/2005/06/23/scales-of-imbalance/</link>
		<comments>http://www.manwiththebones.com/2005/06/23/scales-of-imbalance/#comments</comments>
		<pubDate>Thu, 23 Jun 2005 22:45:47 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=24</guid>
		<description><![CDATA[Despite what I wrote yesterday, today was spent fussing around with the terrain generation. This may continue into the weekend alongside the generation of populated bits as it&#8217;s quite important to me that the maps are sensible in terms of scale and variety. The reason why I needed to continue work on the the terrain [...]]]></description>
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		<title>My Generation</title>
		<link>http://www.manwiththebones.com/2005/06/22/my-generation/</link>
		<comments>http://www.manwiththebones.com/2005/06/22/my-generation/#comments</comments>
		<pubDate>Wed, 22 Jun 2005 21:07:35 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=23</guid>
		<description><![CDATA[Apologies if this is a bit big: That&#8217;s the first cut of the generated map output. Blue cells are water, yellow is low-lying land, green is plains, dark green is hills and white is mountains. At the moment it won&#8217;t produce large land masses and large expanses of water like continents and oceans, but you [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Honeycomb Planet</title>
		<link>http://www.manwiththebones.com/2005/06/21/honeycomb-planet/</link>
		<comments>http://www.manwiththebones.com/2005/06/21/honeycomb-planet/#comments</comments>
		<pubDate>Tue, 21 Jun 2005 19:52:07 +0000</pubDate>
		<dc:creator>mwtb</dc:creator>
				<category><![CDATA[Map Generation]]></category>
		<category><![CDATA[The Game]]></category>

		<guid isPermaLink="false">http://manwiththebones.dyndns.org/wordpress/?p=22</guid>
		<description><![CDATA[I&#8217;ve mostly been spending time working on the terrain part of the map generation. Initially, I was just going to assume uniform terrain in order to simplify the steps towards getting a basic game loop going with some cities and moving units (I&#8217;m starting with combat only because it is such a clear gameplay element). [...]]]></description>
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