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Question by SominStudios · Apr 19, 2019 at 09:48 AM · 2dprocedural-generationcave

Help with procedural generation (Cellular Automata)

So im experementing with making a 2d sanbox game kinda like terraria and i want to generate caves. I followed a guide and now i ended upp with script and and ive tried with what feels like every setting to make it work.

My goal is to generate somthing similar to this (without the ore ofc) : alt text

But i just keep on getting results that look like this :alt text

Should i i change the settings and if so, which ones? Or is it the code that needs to be changed? Heres what the code looks like :

 void GenerateWorld()
     {
         //Preparations
         width = worldSize.x;
         height = worldSize.y;
         bool[,] cellMap = new bool[width, height];
 
         //Looping trough every tile and randomizing if its going to start out alive or dead;
         for (int x = 0; x < width; x++){
             for (int y = 0; y < height; y++){
                 if (Random.Range(1, 101) < ChanceToStartAlive){
                     cellMap[x, y] = true;
                 }
             }
         }
 
         //Run the simulation for a set number of steps
         for (int i = 0; i < numberOfSteps; i++)
         {
             cellMap = doSimulationStep(cellMap);
         }
 
         for (int x = 0; x < width; x++){
             for (int y = 0; y < height; y++){
                 if (cellMap[x, y])
                 {
                     Instantiate(stonePrefab, new Vector2(x, y), Quaternion.Euler(0, 0, 90 * Random.Range(0, 5)));//, transform);
                 }
             }
         }
     }
 
 
 
     public bool[,] doSimulationStep(bool[,] oldMap)
     {
         bool[,] newMap = new bool[width, height];
 
         //Count the neighbours that are alive
         //Looping trought all tiles
         for (int x = 0; x < width; x++){
             for (int y = 0; y < height; y++)
             {
                 //looping trought all neighbours of that tile
                 int neighbourCount = 0;
                 for (int i = -1; i < 2; i++) {
                     for (int j = -1; j < 2; j++) {
 
                         //If were looking att the middle
                         if (i == 0 && j == 0) {
                             //Do nothing, we dont want the middle to count as a neighbour
                         }
                         //In case were looking at the edge of the map... This step is optional but it helps so fill in the edges of the map
                         else if (x+i < 0 || y+j < 0 || x+i >= width || y+j >= height) { 
                             neighbourCount += 1;
                         }
                         //Otherwise, do a normal check for neighbour
                         else if (oldMap[x+i, y+j]) {
                             neighbourCount += 1;
                         }
                     }
                 }
 
                 //Killing and giving birth to tiles based on the simulation rules
                 //If a cell is alive but has too few neighbours, Kill it
                 if (oldMap[x, y]) {
                     if (neighbourCount < deathLimit) {
                         newMap[x, y] = false;
                     }
                     else {
                         newMap[x, y] = true;
                     }
                 }//Otherwise (if the cell is dead) check if it has the right number of neighbours to be born.
                 else {
                     if (neighbourCount > birthLimit) {
                         newMap[x, y] = true;
                     }
                     else {
                         newMap[x, y] = false;
                     }
                 }
             }
         }
 
         return newMap;
     }
 
     private void Start()
     {
         GenerateWorld();
     }

goal.png (79.5 kB)
oof.png (144.2 kB)
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