how to develop generic algorithm
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A genetic algorithm is a search heuristic that is inspired by Charles Darwin’s theory of natural evolution. This algorithm reflects the process of natural selection where the fittest individuals are selected for reproduction in order to produce offspring of the next generation.
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As technology evolves and game contents become more algorithmically generated, it’s not difficult to imagine the creation of a life-like simulation with unique experiences for each player.
Technological breakthroughs, patience, and refined skills will get us there, but the first step is to understand procedural content generation.
Though many out-of-the-box solutions for map generation exist, this tutorial will teach you to make your own two-dimensional dungeon map generator from scratch using JavaScript.
There are many two-dimensional map types, and all have the following characteristics:
1. Accessible and inaccessible areas (tunnels and walls).
2. A connected route the player can navigate.
The algorithm in this tutorial comes from the Random Walk Algorithm, one of the simplest solutions for map generation.
After making a grid-like map of walls, this algorithm starts from a random place on the map. It keeps making tunnels and taking random turns to complete its desired number of tunnels.
To see a demo, open the CodePen project below, click on the map to create a new map, and change the following values:
Dimensions: the width and height of the map.
MaxTunnels: the greatest number of turns the algorithm can take while making the map.
MaxLength: the greatest length of each tunnel the algorithm will choose before making a horizontal or vertical turn.
Technological breakthroughs, patience, and refined skills will get us there, but the first step is to understand procedural content generation.
Though many out-of-the-box solutions for map generation exist, this tutorial will teach you to make your own two-dimensional dungeon map generator from scratch using JavaScript.
There are many two-dimensional map types, and all have the following characteristics:
1. Accessible and inaccessible areas (tunnels and walls).
2. A connected route the player can navigate.
The algorithm in this tutorial comes from the Random Walk Algorithm, one of the simplest solutions for map generation.
After making a grid-like map of walls, this algorithm starts from a random place on the map. It keeps making tunnels and taking random turns to complete its desired number of tunnels.
To see a demo, open the CodePen project below, click on the map to create a new map, and change the following values:
Dimensions: the width and height of the map.
MaxTunnels: the greatest number of turns the algorithm can take while making the map.
MaxLength: the greatest length of each tunnel the algorithm will choose before making a horizontal or vertical turn.
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