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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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1












$begingroup$


I currently have islands that look like this:



island



And I want to procedurally subdivide it into regions, like this:



island with regions



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.










share|improve this question







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domisum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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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

















1












$begingroup$


I currently have islands that look like this:



island



And I want to procedurally subdivide it into regions, like this:



island with regions



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.










share|improve this question







New contributor



domisum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$











  • $begingroup$
    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













1












1








1





$begingroup$


I currently have islands that look like this:



island



And I want to procedurally subdivide it into regions, like this:



island with regions



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.










share|improve this question







New contributor



domisum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$




I currently have islands that look like this:



island



And I want to procedurally subdivide it into regions, like this:



island with regions



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






share|improve this question







New contributor



domisum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










share|improve this question







New contributor



domisum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








share|improve this question




share|improve this question






New contributor



domisum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








asked 8 hours ago









domisumdomisum

61 bronze badge




61 bronze badge




New contributor



domisum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




New contributor




domisum is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • $begingroup$
    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




$begingroup$
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










2 Answers
2






active

oldest

votes


















2












$begingroup$

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.



island






share|improve this answer









$endgroup$




















    2












    $begingroup$

    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.






    share|improve this answer









    $endgroup$















      Your Answer






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      2 Answers
      2






      active

      oldest

      votes








      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      2












      $begingroup$

      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.



      island






      share|improve this answer









      $endgroup$

















        2












        $begingroup$

        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.



        island






        share|improve this answer









        $endgroup$















          2












          2








          2





          $begingroup$

          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.



          island






          share|improve this answer









          $endgroup$



          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.



          island







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 6 hours ago









          BramBram

          2,47510 silver badges15 bronze badges




          2,47510 silver badges15 bronze badges























              2












              $begingroup$

              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.






              share|improve this answer









              $endgroup$

















                2












                $begingroup$

                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.






                share|improve this answer









                $endgroup$















                  2












                  2








                  2





                  $begingroup$

                  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.






                  share|improve this answer









                  $endgroup$



                  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.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 6 hours ago









                  PikalekPikalek

                  6,7431 gold badge23 silver badges37 bronze badges




                  6,7431 gold badge23 silver badges37 bronze badges




















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