Hi,
I want to do a large (very large, think about 50k x 50k) hex world map… I want something like the hexmap made here: https://github.com/eranimo/hexgen (excellent generator, btw). I know I can use a noise function to obtain most of this (like heightmap, temperatures, moisture, etc.), but I know the x,y approach and noise has limitations when one wants to work by zones (for example, to make rivers or design zones like this is more mountains, this is a lakes zone, etc.) as explained here: https://www.redblobgames.com/maps/terrain-from-noise/
does someone knows how can I overcome this problem ?
thanks !
You can infer the zones from noise parameters. For example:
yes, I know that :) What I want is a way to make, for example, rivers that traverses more than one “cell”. Or to force a mountain range.
You could achieve that by altering the noise result. For example to get a mountain range, just raise the landscape. Making the river continue is a bit more complicated but could boild down to the same.
So the problem could be solved by finding a way to store modifications to the noise, in an infinite grid. Which would be nice anyways, for examle to store player modifications.
If someone knows a solution, please @tag me!