I've been trying to generate my own maps using Voronoi diagrams as well. I was using Lloyd's algorithm [0] to make strangely shaped regions "fit" better, but I like the insight of generating larger regions to define islands, and then smaller regions on top to define terrain.
One of the things I like about algorithms like this is the peculiarities created by the algorithm, and trying to remove that seems to take some of the interesting novelty away.
This kind of exploratory/creative programming is bar none the most fun you can have as a software engineer. I love reading write-ups about projects like this because you can practically feel the nerdy joy radiating off the screen.
Civ 7 sucks and you should avoid it, but both 5 and 6 are quite good. They are significantly different from the previous entries due to the one unit per tile system, but different for the better imo.
On a related note, I've started a blog on procedural content generation and GenAI content synthesis: https://gamedev.blog/. Would love any feedback / suggestions! I intend to cover Voronoi diagrams in the near future + a Python implementation and turning it into a 3D map with Unity
This is super interesting! I've dabbled with Perlin noise procedural generation using AlphaEvolve[0] and wonder if it would be interesting to do one with Voronoi map too!
15 comments
[ 3.1 ms ] story [ 58.6 ms ] threadOne of the things I like about algorithms like this is the peculiarities created by the algorithm, and trying to remove that seems to take some of the interesting novelty away.
- [0] https://en.m.wikipedia.org/wiki/Lloyd%27s_algorithm
[0]: https://blog.toolkami.com/alphaevolve-toolkami-style/