Now it's a good time to draw some rivers. As we already have a heightmap we do not need to fabricate rivers out of nothing and will calculate river systems based on precipitation drainage. The first step is to build a precipitation model. Frankly speaking, we can omit this step and consider that each cell has the same precipitation. It will be … Continue reading River systems
We already got scalable Voronoi graph and heightmap on it. The next step is to draw a coastline that will make the border between water a land masses clearer. The easiest way to separate land and water is just to omit the water rendering. We can set background to our svg element to represent the water and then draw … Continue reading Coastline
Now, when we got a Voronoi graph (see the previous post), we can create something resembling a map, like this "Europe...khe-khe" one above created in a two minutes. It is a pure heightmap as all the colors just represent the height of the particular polygon. It looks like a map even without coastline and rivers being drawn. So … Continue reading Heightmap
Before we will start to generate something looks like a map we need to understand what is the map and decide what method we are going to use to generate it. Simplifying, the map is the two-dimensional representation of the surface of the world. The main thing that allows us to say whether this image is map or not is … Continue reading Voronoi Graph
Some months ago, surfing the Internet for a good procedural map generation tutorials, I've found the Generating fantasy maps article by Martin O'Leary. I was so excited that decided to create my own Fantasy map generator, even I'm still a novice in programming.