Author Topic: Code for the flow of creeper  (Read 470 times)

bobbyjo

  • Newbie
  • *
  • Posts: 2
Code for the flow of creeper
« on: January 25, 2018, 09:33:56 pm »
I'm making a little 2D top down view game for fun and one of the mechanics would be water moving around, flowing to areas with lower height and flooding areas, etc. I've created a rough version that works but it's not quite right and I can't really find anything else online about how I should go about this but then I remembered creeper world! ;D I've been looking around and finding snippets of game code for creeper world. Is there a place where I could find all of the code for any of the games (1 through 3). Or preferably snippets where I could find the part that codes for the flow of the creeper?

Karsten75

  • Hero Member
  • *****
  • Posts: 6534
Re: Code for the flow of creeper
« Reply #1 on: January 25, 2018, 10:22:10 pm »
Creeper World is not open source. The code is not available. You can look up coding techniques for cellular automata and see if that helps you.
"Any leftover cabbage can and will be mixed with mayo"
   - Cole's Law

bobbyjo

  • Newbie
  • *
  • Posts: 2
Re: Code for the flow of creeper
« Reply #2 on: January 25, 2018, 10:31:41 pm »
Oh well darn lol this could take a while since I'm not the most tech savvy in the first place but at least I have an idea where to start now. Thank you

J

  • Hero Member
  • *****
  • Posts: 2577
  • Smile! =J
    • A medium carefully crafted EE world
Re: Code for the flow of creeper
« Reply #3 on: January 26, 2018, 05:02:19 am »
Some time ago, me and some others (including UpperKEES) coded some creeper simulations. You can find mine by clicking 'Water World' in my signature (only the game, not the code). If you want to know my idea's on a specific part of the code, just ask.
CRPL tutorial | Water World | known CW3 bugs | Smile! =J
Young christian | Latest PF maps: Living Particles

GoodMorning

  • Community Guild
  • *****
  • Posts: 3252
  • (Pusillanimous)
Re: Code for the flow of creeper
« Reply #4 on: January 28, 2018, 02:37:04 am »
And (again, more recently) planetfall and I did something similar.

A straight-up "water level" for each area is probably what you seek, given it doesn't sound like a core mechanic.
A narrative is a lightly-marked path to another reality.