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In games such as Minecraft, Cube world and Starbound there is the term "procedurally generated map". As you walk through the game, the map is created, but with a "Seed" that will always generate the same map.
How is it possible to use a small set of characters to determine the creation of standardized maps, with hills, havinas, ores and other Features always in the same location(based on the same Seed)?
Cool question. : ) You were inspired by this thread in Gamedev? http://gamedev.stackexchange.com/q/18840/36442
– Luiz Vieira
What did you mean by small character set? Generally procedural maps are generated with Perlin Noise, or other algorithms that always give the same result when fed the same variables (in addition to Seed). You can use different algorithms, or the same result use different pieces of information to determine the height of the terrain, the material, whether it has a tree or not. "Mobile" things like water, depend a little on you store data if you want some kind of persistence (the user moves the scenario and finds things as left).
– Bacco
@Luizvieira I still do not follow the stack in English.
– Weslley C X Sardinha