Map Generation: Introduction

I always loved procedural generation, and was really impressed by mewo2’s fantasy maps. I decided to give it a try using Unity and the Burst Compiler, an amazing piece of tech developed at Unity. It was also the opportunity to dig into SVG and implement a few algorithms and white papers: Delaunay’s triangulation, a depression filling algorithm, a cartographic labeling algorithm based on simulated annealing, water network computation and a few others. I’ll write a (probably long) series of articles detailing the interesting parts and algorithms of the project and my general process to approach this kind of topic.

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