Re: [nbos] [AS3] Saving Fractal Terrain maps
Juanma Barranquero
Sun Nov 4th, 2012
> I think this is a case where you are both right.

That's quite likely :-)

> One can rationalise all
> kinds of situations that, on the face of it, appear nonsensical. So, if
> there's an airless asteroid with a population of 6 billion, it could allow a
> fertile imagination to conjure up an entire sci-fi novel.

Well, I'm not writing a novel, but the irregularities and odd
occurrences have sparkled my imagination, yes.

> However, I have
> previously wondered why I meet as many "hospitable" planets as I do with no
> population and so many barely habitable locations with large numbers of
> people, within a sector I've created.

That's exactly my experience, and that's the point I was trying to get across.

> I've never mentioned it before because I just change the stats of those
> places I don't like, use others to drive a story line and have never thought
> to question the coding.

Yes, of course. I've "moved" population to more hospitable places, and
in a couple of systems where that wasn't possible without creating or
radically altering a terrestrial world (which I prefer not to do,
because I like working inside the constrains of what I've got), I've
invented economical and political reasons to explain the presence of

> But is there a possibility that one of the
> parameters of the AS3 algorithm is slightly skewed or even simply wrong?

AFAICS, I don't think is a software bug, just a design decision.

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