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Road generation is broken. #18
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I'm working on implementation of road generation, might take a while due to summer classes. The algorithm can be found here. side note: Map generation can be fixed by having an ArrayList that stores all the areas (give the areas an x and y position in their linkedlist). |
Cool. |
In response to side note: What? |
You mentioned that if you walk N E S W (in a circle.. or square) that the terrain doesn't stay the same. You can assign each Area a x and y position (because as a linkedgrid, they only know their neighbors). Based on the Area the player walks into, you can either load the Area from memory or generate a new one. |
Oh yeah, if I want to fix it I could assign numbers... |
Road generation is ridiculously broken. We need something here...
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