A few non-sastisfying maps
I spent a bit of time playing with Voronoi diagrams to try and generate some good looking meshes and cells for my maps. It turns out the method works well but is very complex for a not particularly big difference with more standard grids.
Either the different points in my mesh are sparse or completely random, in which case it’s really hard to deform (height-wise) or they follow some kind of structure to make them easier to deform. So I’ve tried placing them not too randomly.
I’m not satisfied at all with the result. The benefits of my approach are almost inexistent compared to a grid. One way to solve this is to find a better distribution for my vertices, which looks less “gridy”, and then derive altitudes from the actual Voronoi graph, base on the feature of the generated cells, rather than just noise that’s just completely independent of the grid features.
But meanwhile I decided to explore generating small islands from Perlin noise. Same here, I’m really not happy with the result. But at least I got to experiment a bit.
I don’t know what I’m going to do. All these experiments are a lot of work and I’m not sure it’s worth spending so much time on this. For now at least.
I think I’ll go from something simple, and implement basic features for the game, regardless of the map generation. Basic maps, for now, will do the job.