About

Hi!

Thanks for taking the trouble to find out more about me. I’m Martin Edgar (or, if you’re in the Netherlands, Maarten Edgar).

I do a lot of stuff; 2d art, 3d art, 3d game characters and environments,  mechanical stuff and art which I get printed out at Shapeways (an online 3d-printing service). I also am fascinated by systems and emergence, so I guess it’s only natural that I’m now making games. I program mainly in Java now, as I make apps and games for Android.

I have a disturbing history of working in the food service industry, where I have literally served kings and queens, sheiks and prime-ministers. I did this whilst studying mechanical engineering and later applied physics.

I also worked for a MVNE (Mobile Virtual Network Enabler) for a while, until I didn’t.

Currently I’m making a game for android which features a lot of PCG (procedural content generation), from the map to the layout of cities, the distribution of the factions and also the quests the factions ask you to do.

I’m also looking for a job, preferably programming for Android 🙂 Actually, programming any interesting systems/algorithms (hell, my first program was an xml based time tracking system, so I have a broad definition of ‘interesting’ 🙂 ).

3 Responses to About

  1. Dom says:

    Hi Martin,

    Just wanted to say that your posts about procedural generation have been great reads, and inspiration for my own project! It’s great to see how techniques turn out in other peoples’ projects before deciding to use them myself.

    Cheers!

    • macdegger says:

      Thank you very much for your kind and supportive comment! It is great to know it did reach and inspire someone 🙂 And it reminds me I should post some more of my findings 🙂 .

      I just checked out your github … you have some cool stuff there! Gonna look through your city-sim project, as I’m doing/have done some work there to fit into my generated world.

      If you don’t mind me asking, what are you working on? Same kinda thing using tilable noise? If you do not have the requirement for being able to scroll your map endlessly, I would suggest you also look into Voronoi diagrams and use the techniques I’m using as content-filler/’texture’. One thing I have found is that I could have benefitted from the data Voronoi cells could have provided. I’m going to try and create tileable Voronoi diagrams at one point, but if you do not have that requirement I would say it is worth looking at!

  2. Dom says:

    Funny you should say that, Voronoi cells are exactly what I’m looking into at the moment! The plan is to use simplex noise to generate “biomes” and assign them to the cells (seen as social areas), replacing the moisture/humidity/elevation axes with education/population density/commercialisation to decide on the building structure for the area.

    I did have the idea to predominantly use noise in order to have infinitely generated worlds, but have decided to rather to make it fixed size and possibly endlessly scrolling thanks to your great progress! I also plan to use an iterative approach for more sophisticated generation, like that of other successful projects like Dwarf Fortress.

    Thanks for looking at my city sim – it’s a loosely scoped attempt at a living breathing city similar to that of city skylines, which recently got side tracked by the attraction of procedural generation! As soon as the world generation is acceptable, I’ll move back to populating it 🙂

    Please do make some more posts about your progress and other projects, it’s interesting stuff!

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