Noisey World
Procedurally generated 2D islands, written in Go.
My first attempt at a procedurally generated was just some brute
force thing that I created for Dungen. What I really wanted to do
was to try to create a outside world - I find those types of games
far more appealing. I quickly stumbled upon the procedural generation
sub and,
like every other noob, got excited about Perlin noise.
I wanted to restrict myself to a 2D world and create something that
looks something like the glorious British Isles: Scotland and Suffolk
in particular... I took some resources from Kenney, made a load
of modifications, and read through Amit Patel's
tutorial. Making a 2D map with different 'heights' is something
that I've never concerned myself with before. But I can remember the
joy of Zelda and Pokemon on the GameBoy - so the map is
constructed to look like those games: terraces where the character
would traverse them from the side facing the player.
I quite like Go, for me it feels like scripting with C.
It was useful to have standard library for image manipulation and
though Go is designed for concurrency, it wasn't difficult to run
multiple threads across multiple cores simultaneously too. The
drawbacks, similar to C, are having to write boiler code for anything
algorithmic! Package management is also a bit odd... but it seems both
dependencies and generics are something that are being addressed. I
really don't understand how/why these were overlooked before. Or why
the official compiler doesn't make use of GCC or LLVM...