I am working on a project right now and I need to map a variable amount of elements (say between 12 and 18 for this case) across 10 depth levels. Up until now, no worries here.
The thing that bothers me is this: We are currently looking at implementing a concentration point to this distribution but I have no idea how to do it cleanly.
In the above case, a total of 12-18 elements are distributed across 10 levels. But with the addition of the concentration, we need for the majority of the elements to be mapped around the depth of the concentration (let's say depth 4).
I realize this means we are creating a bell curve but I cannot find for the life of me a way to implement it cleanly, with as little risk of leftovers as possible. I am after all running this a few hundred times at game load.
EDIT: Here is an example of what is desired.
Quantity: 18
- Level 1: 3
- Level 2: 2
- Level 3: 2
- Level 4: 5
- Level 5: 3
- Level 6: 2
- Level 7: 1
- Level 8: 0
- Level 9: 0
- Level 10: 0