by Harry the hacker
Last Updated September 07, 2016 08:05 AM

(Please note, I am aware that the generation is not truly random and relies on mathematical equations, and that my language of choice is C++)

So I've been learning programming for a while now and I'm looking to make a top down 2D game. I want this game to generate random terrain pretty much like Dwarf Fortress but with sprites, however for this question let's just say that there just ASCII characters. I want it to generate mountains, rivers, inland lakes etc. I know of algorithms but have not been able to find a list of them all. The ones i know of are:

Perlin Noise, Diamond Square, Midpoint Displacement and some other minor ones.

However I don't know which one to use and struggle to find a good article on any of them. Is there one right for the job, or does it just come down to personal opinion? And if you can find a list of all the algorithms and maybe a good article on one it would really help. Thanks!

This is the code that generate this kind of terrain (background for my "platform" game): https://drive.google.com/open?id=0B5yRPbmIAqr0X2wwX1BwNTZZMHc

(I hate python so sorry if this is an horrible code, and english is not my main language, so be patient pls)

```
import sys
import random
import pprint
import math
w = 350 #width of the terrain
h = 350 #height " " "
sz = 10 #size of a tile
sz_x = w / sz
sz_y = h / sz
area = sz_x*sz_y
bkg = [[' ' for x in range(sz_x)] for y in range(sz_y)] #initialinzing background matrix
plates = [' ', '/', '.', 'I', '#'] #tile types
#each plates has it own probability to be "spawned", the following array is
#defined as couples of (total_previous_probability + this_probability / 2, (this_probability / 2) ^2)
probability = [[2.5, 2.5**2], [35, 30**2], [72.5, 7.5**2], [85, 5**2], [95, 5**2]] #5, 60, 15, 10, 10
temp_probability = [0, 0, 0, 0, 0]
nm_plates = [0,0,0,0,0] #for debug purpose
def get_random_plate(temp_prob):
plate = 0
max_prob = 0
i = random.randint(0, 100)
for p in range(len(plates)):
prob = -(i - probability[p][0])**2 + probability[p][1] + math.sqrt(temp_prob[p] / 9);
if(prob > 0 and prob + temp_prob[p] > max_prob):
max_prob = prob+ temp_prob[p]
plate = p
return plate
#list of predefined point (x, y, types), you can make this random
#in the link you can see five different "big areas" of one types built around theese point
#you can have a lot more of this points, more points of the same time you
#have in a little area more this area will be filled with the type of that points
sp_point = [
[10, 10, 0],
[27, 5, 0],
[15, 25, 2],
[25, 25, 2],
[5, 29, 3],
[16, 16, 4],
]
def create_bkg(temp_prob):
for y in range(sz_y):
for x in range(sz_x):
temp_prob = [0, 0, 0, 0, 0]
for p in sp_point:
sqrDist = (x - p[0])**2 + (y - p[1])**2
temp_prob[p[2]] += (area / (sqrDist + 0.1))**3
plate = get_random_plate(temp_prob)
nm_plates[plate] += 1
bkg[x][y] = plates[plate]
def print_bkg():
for y in range(sz_y):
for x in range(sz_x):
sys.stdout.write(bkg[x][y])
print ''
print '\n'
create_bkg(temp_probability)
print_bkg()
pprint.pprint(nm_plates)
```

This generates the tile map, then I think you can create something like an height map: you read each tile of the matrix and "make it higher or lower" (I don't know how to say that) based on the surrounding tiles:

```
#pseudo code
if (this_tile_is_a_mountain) count mountain tiles in an area of x tile;
this_height += (number_of_mountain_tiles_found * x)^y / z
#and so on, same for lakes
```

In the code above you can edit some line to change the behaviour of the algorithm:

```
temp_prob[p[2]] += (area / (sqrDist + 0.1))**3 #you can change how temp_prob is computed
#more higher it is more "dense" will be the "one type" areas
#or you can reduce the effect it has on the result editing the following lines:
prob = -(i - probability[p][0])**2 + probability[p][1] + math.sqrt(temp_prob[p] / 9); #change this nine, remove the sqrt, add another sqrt sqrt(sqrt(x))
if(prob > 0 and prob + temp_prob[p] > max_prob): //add a here: sqrt(temp_prob[p])
max_prob = prob+ temp_prob[p] //or add it here, or both
plate = p
```

Just try

(I really need someone who can rewrite this in real english...)

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