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Polygonal Map Generation for Games
- fla 11y agoPlease note this from 2010. A very nice article nonetheless.
- zamalek 11y agoTo me it's definitely still one of the better approaches for believable landscape/island generation and forms the basis to what I'd call a damn-near perfect solution[1]. [1]: http://experilous.com/1/blog/post/procedural-planet-generation http://experilous.com/1/blog/post/procedural-planet-generati...
- AceJohnny2 11y agoAmit's articles are an awesome gamedev resource that get reposted from time to time (with good reason). Bookmark is recommended, the canonical link is: http://www.redblobgames.com/ http://www.redblobgames.com/ Example of other topics of interest there: Hex Grid implementations, Why piecewise circles are better than bezier curves in generating curved roads, and a 2D visibility algorithm.