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Voronoi Polygonal Map Generation (stanford.edu)
161 points by Luyt on May 27, 2011 | hide | past | favorite | 5 comments



I read a lot of fantasy and I've always been bothered by the decidedly bad maps found in the frontispiece of most of them. I wonder if there is a method to go from gross features to a polygonal 'state' and then forward again?


You mean to lay out things roughly, then 'fuzz' it to look more natural? Maybe if you hand-draw the original polygons and biomes, then use his noise algorithms from the end of the article.


Good stuff about laying out maps/levels; harder to see how it would guide 3D rendering or game mechanics.


Here's the 3D demo in Flash: http://www-cs-students.stanford.edu/~amitp/game-programming/... (click '3D Slopes')


that's really neat. as far as i can tell, though, it doesn't describe where people live. that seems like it might be an interesting function of the details already present (access, water, vegetation, climate...)




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