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Polygonal Map Generation For Games

263 点作者 santadays大约 13 年前

12 条评论

andywood大约 13 年前
This is very cool. I recognized the website right away, because I've used Amit's excellent resources on pathfinding in the past while working on games.<p><a href="http://theory.stanford.edu/~amitp/GameProgramming/" rel="nofollow">http://theory.stanford.edu/~amitp/GameProgramming/</a>
jamesaguilar大约 13 年前
This is cool, but my big problem with games using techniques like this is that they tend to end up feeling soulless. I guess it would be fine for a game where the players create the soul of the game during the course of play (something like a Civilization game, or maybe an economic-focused RTS or MMORTS). But for games where timescales are short and you're not going to build anything yourself, map designers are better off, you know, designing.
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Negitivefrags大约 13 年前
I did a talk on the random level generator in Path of Exile if anyone is interested: <a href="http://www.youtube.com/watch?v=GcM9Ynfzll0" rel="nofollow">http://www.youtube.com/watch?v=GcM9Ynfzll0</a><p>I'm not a great public speaker, so I apologise for the "Um"s and "Ah"s all the time.<p>We have two different generators and this video talks about both of them.
jbattle大约 13 年前
Brilliant handling of rivers. Everything I've seen in the past is either error-prone (rivers flowing uphill) or computationally expensive (needing to simulate erosion &#38; deposition)
smlacy大约 13 年前
Would love to see this applied to generate much larger, more expansive worlds.<p>To me, "an island is an island is an island" and they all feel the same (mountain in the middle). More expansive landscapes with larger biomes and geologic process would be awesome.
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MartinCron大约 13 年前
Some of the most fun I've had writing code in a long time was doing something similar, but much simpler. My basic approach was to start with an existing coastline shape and just make more-or-less evenly shaped polygons inside of it. Example:<p><a href="http://victorsunited.com/map/South%20Pole/board_game_rules" rel="nofollow">http://victorsunited.com/map/South%20Pole/board_game_rules</a><p>I didn't do any biome coloring or similar because the game displayed colors on the map to indicate which player was occupying it.
roryokane大约 13 年前
You can interactively play with a basic Voronoi diagram at <a href="http://mbostock.github.com/d3/ex/voronoi.html" rel="nofollow">http://mbostock.github.com/d3/ex/voronoi.html</a>. The yellow polygon on the mouse shows the polygon that would be there if there had also been a point underneath the mouse cursor. That demo helped me get a feel for how they work.<p>If you're skimming, don't miss this article's Flash demo linked at the bottom, <a href="http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/mapgen2.swf" rel="nofollow">http://www-cs-students.stanford.edu/~amitp/game-programming/...</a>.
th0ma5大约 13 年前
saw this the other day on Open Processing's Twitter feed "procedural dungeon generator" <a href="http://www.openprocessing.org/sketch/44400" rel="nofollow">http://www.openprocessing.org/sketch/44400</a> (requires Java)
tripzilch大约 13 年前
Be sure to not miss the final Appendix section, even if his Voronoi approach might not be the best approach for your particular map-generation needs (it really depends on your game IMO), there's a TON of links to great resources on various map-building topics: Technical things on Voronoi/Delaunay comp.geometry, general map building stuff for RPG/geofiction, Biological tables for determining plausible biomes, Geology references for plausible terrains and even a site on how to do pretty relief shading like is done on classic topographical maps!
DanBC大约 13 年前
A fantastic write-up, thank you.<p>&#62; <i>For the coastline, I wanted to make island/continent maps that are surrounded by ocean, so that I don’t have to deal with people walking to the edge of the map. For the mountains, I started with something simple: mountains are whatever’s farthest from the coastline.</i><p>You mention in "Impassible borders" that there are no cliffs yet. I'd be interested to see how that gets implemented.<p>I'd also love to see someone code a Roguelike for this - one polygon per move, maybe?
joshu大约 13 年前
I needed something like this for a project I am hacking on!
jfb大约 13 年前
This is unbelievably cool. That is all.