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Polygonal Map Generation for Games (stanford.edu)
75 points by fivedogit on Aug 19, 2015 | hide | past | favorite | 3 comments


Amit'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/

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.


Please note this from 2010.

A very nice article nonetheless.


To 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-generati...




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