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 Biome List

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Mysterious_Calligrapher
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PostSubject: Re: Biome List   Sat May 07, 2011 10:10 pm

Lava feilds = biodiversity 1. Not enough soil for a higher level of autotroph biomass.

Is this on the surface or beneath? Though I suppose we could associate the lava tubes with the lava feild...

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PostSubject: Re: Biome List   Sat May 07, 2011 10:17 pm

Mysterious_Calligrapher wrote:
Lava feilds = biodiversity 1. Not enough soil for a higher level of autotroph biomass.

Is this on the surface or beneath? Though I suppose we could associate the lava tubes with the lava feild...
It's both. Lava tubes collapse quickly unless they are far underground, so this area has many small caves but nothing big enough to be considered a separate biome.

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PostSubject: Re: Biome List   Sat May 07, 2011 10:21 pm

Ah, yes. I was thinking more of the deep underground ones, not of the ones in Maui.

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Mysterious_Calligrapher
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PostSubject: Re: Biome List   Thu May 12, 2011 6:27 pm

Apologies for the double post, but this is important:
I fixed the Tree Line!

On a planet where
The average atmospheric pressure (a roundabout way of telling what elements are in the atmosphere) is at about 101,325 Pa (One ATM - you see why I love this already?)
The average global land temperature is between say 15 and 10 degrees Celsius (Yes, all will be converted into kelvin in the end - bear with me, I can't go from farenheit to kelvin in one step.)
Then your arbitrary tree line is set at about 3,000 meters at the equator.
Using the Rule of 100m/322km, the tree line sinks in a more-or-less perfect line to 2,000 at 3,220 km from the equator (on an earth-sized planet, this is at about 29 degrees.
(Another thumb rule: lines of latitude are approximately 111 km apart on earth.)

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PostSubject: Re: Biome List   Thu May 12, 2011 10:06 pm

Excellent work.

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PostSubject: Re: Biome List   Sat May 14, 2011 6:56 am

Since im bored i will try and create a automatic Biome creator, could be used for a future planet generator.
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PostSubject: Re: Biome List   Sat May 14, 2011 7:56 am

Ok, now i made something. It doesn't work yet, but thats because i haven't made it work yet

From now on, if you want your biome in-game, try and include textures for it aswell
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Mysterious_Calligrapher
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PostSubject: Re: Biome List   Sat May 14, 2011 10:53 am

I'm currently setting up the stats for biomes... hang in there a bit until I get a whole associated system done and I'll send it all to you.

So far, our mode of operation is something like this:
Definition Mesic Prairie: elevation [-200m:1400m] stage [2] precipitation [M]
Tags: Life resources [sunlight, fertile soil] industrial resources (will be in random locations) [metal ores, biofuel]
Conditions [high sun, high wind, minimal slope]

There's more, of course, but scio and I are working on turning it into programmer parlance when we're done determining which biomes are linked to which other ones.



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PostSubject: Re: Biome List   Sat May 14, 2011 11:27 am

I see, i'll wait for a complete list of it then. Maybe i'll play around with some stuff first
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PostSubject: Re: Biome List   Sat May 14, 2011 12:51 pm

The way it's been going, we're looking at nearly 100 biomes, tagged to heck. Still, it will be so good when it's done...

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PostSubject: Re: Biome List   Sat May 14, 2011 12:53 pm

If only the requires biomes are loaded, this is very possible to accomplish. We could have as many biomes as our hard drives could store.
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PostSubject: Re: Biome List   Sun May 15, 2011 12:28 am

Biome tags = basic classes.

My only qualm: How will said biomes have their locations stored? What exactly says, "You're in x biome because you're here."?

Longitude & Latitude wont work very well due to the fact that they'll start to scrunch up at the poles of the planet.
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PostSubject: Re: Biome List   Sun May 15, 2011 2:53 am

Planets would somehow have to be randomly generated, then were the biomes should be would depend on the randomly generated landscape.
Also, temperature should as here, cyan = colder regions, green = habitable zones and red = ver or extremely hot zones. The closer to the sun the planet is, the more red should cover the planet.

Spoiler:
 

Given that our planets should be fairly larger than Spore planets, there would be no problem with the poles, as who would ever want to go there anyways?

Am i right?
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PostSubject: Re: Biome List   Sun May 15, 2011 11:39 am

Say for example we have all 300 biomes, with textures and 3d models in a folder. Then we just do something like this:

Code:
biomeTemperature  = rand() % 100 - 50;

to say weather or not this biome occurs in a randomly selected area were climate ranges from -50 celcius(?) to 50 celcius(?)
Then of course biomes would need a file(XML?) were data about it is stored. Such as it can occur in the range 30-20 climatic zone.
The planet terrain should ge generated SEMI-randomly and some parameters should be set, so we won't get these sick looking malformed planets.
And for example when one or two tris are above a certain height, then they would be seen on as lower mountaineous, even higher, medium mountaineous and high mountaineous.


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Mysterious_Calligrapher
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PostSubject: Re: Biome List   Sun May 15, 2011 11:46 am

I would emulate Roal Amundsen. If it's there, people will go there, so we definitely should take polar and icy regions into consideraton.
Not to worry, though, because polar regions can be dealt with quite easily based on these three key factors:
Elevation, Latitude, and precipitation. (Places that are too cold for evaporation get less precipitation.) All three will be working together to define a biome, which will either advance in sucession or stay the same (or regress, should disasters happen.)
You are in a biome because it contains a specific combination of those three determining factors, not because you are in location x. (Technically, location x currently is specified to have those factors, so you are, in a way, in a certain biome because you are in location x.)

Biomes don't need 3d models, btw. They need to be populated with organisms. So the shape is determined by the pre-existing geology, and biomes are basically living communities painted onto that.

Do not worry - I have done the maths. My plan is somewhere around here. <That's the concept thread, more or less, on implementation.

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PostSubject: Re: Biome List   Sun May 15, 2011 1:19 pm

I'll start with a basic random world generator, MC.

3d models in biomes = rocks, and random stuff lying on the ground
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PostSubject: Re: Biome List   Sun May 15, 2011 5:25 pm

Good idea.
Hmm. I forget about the random boulders quite often... If you could randomly generate stream paths to follow some sort of logical path of least resistance, I would be a very happy Calli.

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PostSubject: Re: Biome List   Sun May 15, 2011 6:03 pm

lets not go overbroad just yet, I have to make this terra-gen to work properly first...
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PostSubject: Re: Biome List   Sun May 15, 2011 7:05 pm

Look into some GIS programs if you need inspiration.

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PostSubject: Re: Biome List   Mon May 16, 2011 1:42 pm

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Mysterious_Calligrapher
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PostSubject: Re: Biome List   Tue May 17, 2011 11:33 am

Maths look decent to me. Someone previously mentioned triangles as viable.

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PostSubject: Re: Biome List   Mon May 23, 2011 6:19 pm

"Scortched Earth" (Earth as in: land mass\rock\ground)

occurs: between 15 and 30 degree (Earth standards)
resources: sand
elevation: irrelevent
climate: average of 38 degrees C
topography: Rock with a thin layer of sand (just thick enough to cover rock\flat
biodiversity: large reptiles (the size of crocs), large birds(the size of gliders), only mamels (or similar warm blooded creatures) are under ground rodents
autotroph niches: 4 story cacti
heterotroph niches: ?, mentioned above?
other: water isn't as difficult to find as in most desert biomes, but the heat makes life difficult. Allows for more varied life than the usual desert

critique, and let me know what you think

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PostSubject: Re: Biome List   Tue May 24, 2011 6:11 pm

Stage 0.
Congratulations, Gorbachof - you beat me to starting post-disturbance states.

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PostSubject: Re: Biome List   Tue May 24, 2011 6:50 pm

Is that bad?
Quote :
starting post-disturbance states.
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PostSubject: Re: Biome List   Tue May 24, 2011 7:13 pm

Naw. It just means that lazy calli has decreed that pretty much every stage 0 biome is going to look mostly alike. They won't be around for any great length of time, anyway.

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