Generation of random maps
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Agents backup Sep 17, 2012
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Files Finally!! Aug 17, 2012
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.gitattributes Initial commit Jun 15, 2012
.gitignore Initial commit Jun 15, 2012
MapGenerator.sln backup Sep 17, 2012 Create Oct 16, 2013
Recursos.xlsx Screenshots and new code Jul 1, 2012


Generation of procedural maps. The main idea behind the algorithm is taken from Amit's Polygonal Map Generation for Games. It has the following steps:

  • Place a number of random but uniformly distributed points (using Poisson Disk Sampling).
  • Calculate the Voronoi diagran of the points.
  • Using Perlin Noise determine which cells are land and which are water.
  • Calculate the elevation of each point as its distance to the sea. Normalize all the heights.
  • Place river sources in random spots and let them flow downwards.
  • Calculate the moisture od each point given its distance to the sea (less moisture) and rivers (more moisture)

And that's pretty much it. You can find a couple of results here. The repo also contains a Poisson Disk Sampling implementation and a Markov Chains based name generator.