As I stated in my last post about map generation, I was satisfied by Voronoi as a map representation system, but it was not the right tool for me because I needed a wrap-wround map.
Continue reading “Web Procedural Map Generation – Part 3”
Tag: gamedev
Web Procedural Map Generation – Part 2
In my previous post I created a heightmap and I started looking for a map representation system different from the tilemap.
But a tilemap, composed of square tiles, probably is not the best tool for the job: it would require a lot of tiles to obtain a nice looking result and probably we would suffer from pixeling. A better approach is to use polygons with a larger number of sides such as hexagons.
Continue reading “Web Procedural Map Generation – Part 2”
Web Procedural Map Generation – Part 1
Two weeks ago I started playing with map generation algorithms.
I wanted to come up with a map generator (and eventually a climatic environment simulator) using javascript coffeescript because it’s really easy to prototype something and my goal was to learn to do something, not to really do something (so, when talking of “map generation” there is really no need to add obstacles to the quest like OpenGL, strictly typed languages, and so on).
Continue reading “Web Procedural Map Generation – Part 1”