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Procedurally generate regions on island
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Procedurally generate regions on island
Huge procedurally generated 'wilderness' worldsProcedurally generated terrain map. Blend Transitions between terrain typesHow can I identify feature regions in a procedurally generated world?Correct way to “randomly” generate flowing terrainMethod for procedurally creating spawn pointsHow do I procedurally generate level like in Dino Run, or Tiny Wings?Using L-Systems to procedurally generate citieshow to 'Scale up' my procedurally generated island/continent without losing its uniqueness?Procedurally generate rivers for 2-d heightmap terrainProcedurally generating non tile based top down 2d game worlds
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$begingroup$
I currently have islands that look like this:
And I want to procedurally subdivide it into regions, like this:
What algorithm does what I'm looking for? Do you have suggestions on how to create coherent regions like in the bottom picture. Your help is appreciated.
procedural-generation terrain
New contributor
$endgroup$
add a comment |
$begingroup$
I currently have islands that look like this:
And I want to procedurally subdivide it into regions, like this:
What algorithm does what I'm looking for? Do you have suggestions on how to create coherent regions like in the bottom picture. Your help is appreciated.
procedural-generation terrain
New contributor
$endgroup$
$begingroup$
How did you get that island image in the first place? Did you generate it, and if so, how did you achieve it?
$endgroup$
– Alexandre Vaillancourt♦
2 hours ago
add a comment |
$begingroup$
I currently have islands that look like this:
And I want to procedurally subdivide it into regions, like this:
What algorithm does what I'm looking for? Do you have suggestions on how to create coherent regions like in the bottom picture. Your help is appreciated.
procedural-generation terrain
New contributor
$endgroup$
I currently have islands that look like this:
And I want to procedurally subdivide it into regions, like this:
What algorithm does what I'm looking for? Do you have suggestions on how to create coherent regions like in the bottom picture. Your help is appreciated.
procedural-generation terrain
procedural-generation terrain
New contributor
New contributor
New contributor
asked 8 hours ago
domisumdomisum
61 bronze badge
61 bronze badge
New contributor
New contributor
$begingroup$
How did you get that island image in the first place? Did you generate it, and if so, how did you achieve it?
$endgroup$
– Alexandre Vaillancourt♦
2 hours ago
add a comment |
$begingroup$
How did you get that island image in the first place? Did you generate it, and if so, how did you achieve it?
$endgroup$
– Alexandre Vaillancourt♦
2 hours ago
$begingroup$
How did you get that island image in the first place? Did you generate it, and if so, how did you achieve it?
$endgroup$
– Alexandre Vaillancourt♦
2 hours ago
$begingroup$
How did you get that island image in the first place? Did you generate it, and if so, how did you achieve it?
$endgroup$
– Alexandre Vaillancourt♦
2 hours ago
add a comment |
2 Answers
2
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$begingroup$
In the real world, those provincial borders will often be following geological features like rivers.
So maybe a good approach would be to model the geology of the island and have the borders fall out of this?
Red Blob Games has some good articles on this subject, with nice looking results.
His approach seems to involve using Voronoi tessellation, and define the rivers as the boundaries between the cells.
Check out the other articles on his site, he has done a lot of writing on the subject of map generation.
$endgroup$
add a comment |
$begingroup$
I would solve this problem with two passes of Vornonoi diagrams.
The first pass would use a somewhat sparce distribution of points (i.e. the distance between the points should be relatively large) in order to roughly divide the island into regions. If you want relatively evenly sized regions I would use a Poisson disc distribution to generate the points. Next generate a Voronoi diagram based on these points. This will divide the island into polygonal regions around each point.
Now that the island has been divided into regions, then next step is to 'rough up' the boundries between them. To do so, generate a new layer of points using a more compact distribution of points (i.e. the distance between points should be small) and again use these points to create another Voronoi diagram. Next for each smaller region, assign it to a larger region by checking its 'seed' point. This will result in a more jagged boundaries between the larger subdivisions.
In terms of point generatation, I like using a Poisson disc distribution in order to get a realtively nice & even distribution of points.
Admittedly, this answer would benefit greatly from some diagrams, but I'm limited to tablet right now & don't have a way to add decent illustrations. I should be able to edit & add images in a day or two.
$endgroup$
add a comment |
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2 Answers
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2 Answers
2
active
oldest
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$begingroup$
In the real world, those provincial borders will often be following geological features like rivers.
So maybe a good approach would be to model the geology of the island and have the borders fall out of this?
Red Blob Games has some good articles on this subject, with nice looking results.
His approach seems to involve using Voronoi tessellation, and define the rivers as the boundaries between the cells.
Check out the other articles on his site, he has done a lot of writing on the subject of map generation.
$endgroup$
add a comment |
$begingroup$
In the real world, those provincial borders will often be following geological features like rivers.
So maybe a good approach would be to model the geology of the island and have the borders fall out of this?
Red Blob Games has some good articles on this subject, with nice looking results.
His approach seems to involve using Voronoi tessellation, and define the rivers as the boundaries between the cells.
Check out the other articles on his site, he has done a lot of writing on the subject of map generation.
$endgroup$
add a comment |
$begingroup$
In the real world, those provincial borders will often be following geological features like rivers.
So maybe a good approach would be to model the geology of the island and have the borders fall out of this?
Red Blob Games has some good articles on this subject, with nice looking results.
His approach seems to involve using Voronoi tessellation, and define the rivers as the boundaries between the cells.
Check out the other articles on his site, he has done a lot of writing on the subject of map generation.
$endgroup$
In the real world, those provincial borders will often be following geological features like rivers.
So maybe a good approach would be to model the geology of the island and have the borders fall out of this?
Red Blob Games has some good articles on this subject, with nice looking results.
His approach seems to involve using Voronoi tessellation, and define the rivers as the boundaries between the cells.
Check out the other articles on his site, he has done a lot of writing on the subject of map generation.
answered 6 hours ago
BramBram
2,47510 silver badges15 bronze badges
2,47510 silver badges15 bronze badges
add a comment |
add a comment |
$begingroup$
I would solve this problem with two passes of Vornonoi diagrams.
The first pass would use a somewhat sparce distribution of points (i.e. the distance between the points should be relatively large) in order to roughly divide the island into regions. If you want relatively evenly sized regions I would use a Poisson disc distribution to generate the points. Next generate a Voronoi diagram based on these points. This will divide the island into polygonal regions around each point.
Now that the island has been divided into regions, then next step is to 'rough up' the boundries between them. To do so, generate a new layer of points using a more compact distribution of points (i.e. the distance between points should be small) and again use these points to create another Voronoi diagram. Next for each smaller region, assign it to a larger region by checking its 'seed' point. This will result in a more jagged boundaries between the larger subdivisions.
In terms of point generatation, I like using a Poisson disc distribution in order to get a realtively nice & even distribution of points.
Admittedly, this answer would benefit greatly from some diagrams, but I'm limited to tablet right now & don't have a way to add decent illustrations. I should be able to edit & add images in a day or two.
$endgroup$
add a comment |
$begingroup$
I would solve this problem with two passes of Vornonoi diagrams.
The first pass would use a somewhat sparce distribution of points (i.e. the distance between the points should be relatively large) in order to roughly divide the island into regions. If you want relatively evenly sized regions I would use a Poisson disc distribution to generate the points. Next generate a Voronoi diagram based on these points. This will divide the island into polygonal regions around each point.
Now that the island has been divided into regions, then next step is to 'rough up' the boundries between them. To do so, generate a new layer of points using a more compact distribution of points (i.e. the distance between points should be small) and again use these points to create another Voronoi diagram. Next for each smaller region, assign it to a larger region by checking its 'seed' point. This will result in a more jagged boundaries between the larger subdivisions.
In terms of point generatation, I like using a Poisson disc distribution in order to get a realtively nice & even distribution of points.
Admittedly, this answer would benefit greatly from some diagrams, but I'm limited to tablet right now & don't have a way to add decent illustrations. I should be able to edit & add images in a day or two.
$endgroup$
add a comment |
$begingroup$
I would solve this problem with two passes of Vornonoi diagrams.
The first pass would use a somewhat sparce distribution of points (i.e. the distance between the points should be relatively large) in order to roughly divide the island into regions. If you want relatively evenly sized regions I would use a Poisson disc distribution to generate the points. Next generate a Voronoi diagram based on these points. This will divide the island into polygonal regions around each point.
Now that the island has been divided into regions, then next step is to 'rough up' the boundries between them. To do so, generate a new layer of points using a more compact distribution of points (i.e. the distance between points should be small) and again use these points to create another Voronoi diagram. Next for each smaller region, assign it to a larger region by checking its 'seed' point. This will result in a more jagged boundaries between the larger subdivisions.
In terms of point generatation, I like using a Poisson disc distribution in order to get a realtively nice & even distribution of points.
Admittedly, this answer would benefit greatly from some diagrams, but I'm limited to tablet right now & don't have a way to add decent illustrations. I should be able to edit & add images in a day or two.
$endgroup$
I would solve this problem with two passes of Vornonoi diagrams.
The first pass would use a somewhat sparce distribution of points (i.e. the distance between the points should be relatively large) in order to roughly divide the island into regions. If you want relatively evenly sized regions I would use a Poisson disc distribution to generate the points. Next generate a Voronoi diagram based on these points. This will divide the island into polygonal regions around each point.
Now that the island has been divided into regions, then next step is to 'rough up' the boundries between them. To do so, generate a new layer of points using a more compact distribution of points (i.e. the distance between points should be small) and again use these points to create another Voronoi diagram. Next for each smaller region, assign it to a larger region by checking its 'seed' point. This will result in a more jagged boundaries between the larger subdivisions.
In terms of point generatation, I like using a Poisson disc distribution in order to get a realtively nice & even distribution of points.
Admittedly, this answer would benefit greatly from some diagrams, but I'm limited to tablet right now & don't have a way to add decent illustrations. I should be able to edit & add images in a day or two.
answered 6 hours ago
PikalekPikalek
6,7431 gold badge23 silver badges37 bronze badges
6,7431 gold badge23 silver badges37 bronze badges
add a comment |
add a comment |
domisum is a new contributor. Be nice, and check out our Code of Conduct.
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$begingroup$
How did you get that island image in the first place? Did you generate it, and if so, how did you achieve it?
$endgroup$
– Alexandre Vaillancourt♦
2 hours ago