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March 29th, 2007, 02:39 PM
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Shrapnel Fanatic
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Re: new map generator
So... within a single map you will get 4 areas with equal chance to develop all of the terrains? Increasing the possibility of 4 areas with a continent, ocean, etc.
Or is this to lead up to flip-flop mapping for the "equal starting positions" crowd?
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March 29th, 2007, 03:45 PM
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Re: new map generator
perhaps i should not have posted that pic. it was mostly just a demo for setting up wrapping maps in general. the main challenge with the wrapping maps is that you have to make sure that they will tile when you lay them side by side. further, you have to do it in a way that that has no artifacts of wrapping it.
what im trying to do here is create a boatload of small regions and then start assigning terrains to them and thier edges.
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March 29th, 2007, 06:07 PM
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Re: new map generator
aight, i put together a crude demo of what i'm going for, check the attachment
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March 29th, 2007, 06:53 PM
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Re: new map generator
Somehow, those are not Voronoi cells anymore. But I guess I understood what you meant regarding the wrapping maps already, it's the same thing that is used in digital imaging for tiled wallpapers. Very nice.
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March 29th, 2007, 07:25 PM
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Re: new map generator
Ahhh...
I had on my projects list (my super overloaded projects list) an idea to do a webpage tiling of the maps I randomly generate just to see if one accidentally comes close to being wrappable. That way I could spot one that was at least possible with slight effort.
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March 29th, 2007, 10:42 PM
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Re: new map generator
hmmm... maybe i am doing the voronoi calculation wrong. the tringulation is delaunay, other triangles were removed from around the edges, so the borders do not appear so, but they are. i thought that to get the voronoi tesselation you drew a line from the center of a triangle to its neighbor's center. working from memory here, so would not be suprised if that isnt quite right.
edit: so hard to find good computational geom stuff on the internets, bu i think i figured the difference out, should be from the centers of the triangle's circumcircles. i think the triangle centers will suit my purpose fine though.
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March 30th, 2007, 12:24 AM
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Re: new map generator
Woa...suddenly had a flash back to high school geometry after reading that. And it still makes no sense now like it did then. 
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March 30th, 2007, 08:02 AM
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Re: new map generator
Quote:
paradoxharbinger said:
hmmm... maybe i am doing the voronoi calculation wrong. the tringulation is delaunay, other triangles were removed from around the edges, so the borders do not appear so, but they are. i thought that to get the voronoi tesselation you drew a line from the center of a triangle to its neighbor's center. working from memory here, so would not be suprised if that isnt quite right.
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That's right, the question is whether you used the incircles or circumcircles for that. I just judged by my eyesight and most cells look quite fine, but you can spot that some are a little bit off, some are even so far off that it can't come from rounding errors / computer precision. (see Attachment)
Quote:
paradoxharbinger said:
edit: so hard to find good computational geom stuff on the internets, bu i think i figured the difference out, should be from the centers of the triangle's circumcircles. i think the triangle centers will suit my purpose fine though.
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Yep. The vertices of the Voronoi cells are the centers of the circumcircles from the triangles of the Delaunay triangulation: you get the Voronoi cells if you draw in the perpendicular bisectors of the sides of the triangle towards their collective intersection point. This point could even be outside of the triangle surface, if it is obtuse angled. In the same way, the vertices from the Delaunay triangulation are the intersection points of the perpendicular bisectors from the Voronoi cells.
There is quite some information about it on Wikipedia, and they got lots of links regarding Voronoi diagrams and Delaunay triangulation, too.
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