Need help with choosing a map generation technique
Hey guys, Im working on a map system for my god-game. The map will eventually be a sphere/cubic/some sort of wrapping. Im trying to choose between a 2D Perlin noise, Voronoi triangulation, or 3D perlin noise on a sphere.
Id like to have a grid system, or some way to have a depletable amount of resources in a given area, ability to have ship docks if a city is close to water, biomes, and elevation. My main issue is elevation as I cant think of a way to handle placing cities on sloped terrain. I could have a maximum slope cutoff, but id like to maximize the usable terrain for city expansion and trade routes.
Also, if I didnt use the random polygon Voronoi method, how would I go about creating cells within land and water? Or is there a way to not have a grid system, but still have depletable resources in each area?
Could anybody help ne figure out what route would work the best for my situation? I don't need specific code, just how i would systematically implement this.
Thanks in advance, it will help alot.
tl;dr Whats the best way to randomly generate a tileable world map with elevation changes and depleteable resources?
Posted Nov 3, 2010, 5:36 PM UTC