Re: procedural star graph generator

Megan Fox <[email protected]> Fri, 9 Sep 2011 08:36:37 -0600
Newsgroups gmane.games.devel.algorithms
Message-ID <CAOv03kMBBcWZscPr011mGUk9Y=zfkOfeng+0sgCiFT_KMx1+3Q@mail.gmail.com>
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I don't have a specific algorithm, but, I suspect if you were to apply the
Delaunay triangulation algorithm (
http://en.wikipedia.org/wiki/Delaunay_triangulation) to a slightly sparse
point set, and create a star at the center of mass of each resultant
triangle, you'd get something very close to what you want.

If I were to create an algorithm for such, I'd start there.  I'd implement
multiple layer point clouds, with different densities per, and for each
layer generate a different sort of star size depending on density / triangle
count of resultant surface.  For the stars themselves, it seems like you
could throw together a couple of simple algorithms based on 1/x / x2 / x3 /
etc to create variations of the traditional 4 point star shape, and then
color/scale them procedurally again depending on the relative density of the
layer into which they were being dropped.

The result should be a desirable and customizable spacing of stars with
appropriate distribution of near and distant stars, etc.

... but it depends on your actual requirements.  The above would create a
map appropriate for certain styles of games, but it wouldn't be a purely
realistic view of the night sky.


-- 
Megan Fox
http://www.glassbottomgames.com/

On Fri, Sep 9, 2011 at 2:10 AM, Tom Sparks <[email protected]>wrote:

>
>
> I am looking for some code that can procedurally generate a star graph
>
> --
> tom_a_sparks "It's a nerdy thing I like to do"
> Please use ISO approved file formats excluding Office Open XML -
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I don&#39;t have a specific algorithm, but, I suspect if you were to apply =
the Delaunay triangulation algorithm (<a href=3D"http://en.wikipedia.org/wi=
ki/Delaunay_triangulation">http://en.wikipedia.org/wiki/Delaunay_triangulat=
ion</a>) to a slightly sparse point set, and create a star at the center of=
 mass of each resultant triangle, you&#39;d get something very close to wha=
t you want.<br>

<br>If I were to create an algorithm for such, I&#39;d start there.=A0 I&#3=
9;d implement multiple layer point clouds, with different densities per, an=
d for each layer generate a different sort of star size depending on densit=
y / triangle count of resultant surface.=A0 For the stars themselves, it se=
ems like you could throw together a couple of simple algorithms based on 1/=
x / x2 / x3 / etc to create variations of the traditional 4 point star shap=
e, and then color/scale them procedurally again depending on the relative d=
ensity of the layer into which they were being dropped.<br>

<br>The result should be a desirable and customizable spacing of stars with=
 appropriate distribution of near and distant stars, etc.<br><br>... but it=
 depends on your actual requirements.=A0 The above would create a map appro=
priate for certain styles of games, but it wouldn&#39;t be a purely realist=
ic view of the night sky.<br>

<br><br>-- <br>Megan Fox<br><a href=3D"http://www.glassbottomgames.com/" ta=
rget=3D"_blank">http://www.glassbottomgames.com/</a><br><br><div class=3D"g=
mail_quote">On Fri, Sep 9, 2011 at 2:10 AM, Tom Sparks <span dir=3D"ltr">&l=
t;<a href=3D"mailto:[email protected]">[email protected]</a=
>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;"><br>
<br>
I am looking for some code that can procedurally generate a star graph<br>
<br>
--<br>
tom_a_sparks &quot;It&#39;s a nerdy thing I like to do&quot;<br>
Please use ISO approved file formats excluding Office Open XML - <a href=3D=
"http://www.gnu.org/philosophy/no-word-attachments.html" target=3D"_blank">=
http://www.gnu.org/philosophy/no-word-attachments.html</a><br>
3 x (x)Ubuntu 10.04, Amiga A1200 WB 3.1, UAE AF 2006 WB 3.X, Sam440 AOS 4.1=
.2<br>
Wanted: RiscOS system, GEOS system (C64/C128), Atari ST, Apple Macintosh (6=
8k/PPC only)<br>
<br>
---------------------------------------------------------------------------=
---<br>
Why Cloud-Based Security and Archiving Make Sense<br>
Osterman Research conducted this study that outlines how and why cloud<br>
computing security and archiving is rapidly being adopted across the IT<br>
space for its ease of implementation, lower cost, and increased<br>
reliability. Learn more. <a href=3D"http://www.accelacomm.com/jaw/sfnl/114/=
51425301/" target=3D"_blank">http://www.accelacomm.com/jaw/sfnl/114/5142530=
1/</a><br>
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</blockquote></div><br>

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Why Cloud-Based Security and Archiving Make Sense
Osterman Research conducted this study that outlines how and why cloud
computing security and archiving is rapidly being adopted across the IT 
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reliability. Learn more. http://www.accelacomm.com/jaw/sfnl/114/51425301/
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