Looking for a good world map generation algorithm
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Published on 2010-03-25T23:18:38Z
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2010/03/25
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I'm working on a Civilization-like game and I'm looking for a good algorithm for generating Earth-like world maps. I've experimented with a few alternatives, but haven't hit on a real winner yet.
One option is to generate a heightmap using perlin noise and add water at a level so that about 30% of the world is land. While perlin noise (or similar fractal-based techniques) are frequently used for terrain and is reasonably realistic, it doesn't offer much in the way of control over the number, size and position of the resulting continents, which I'd like to have from a gameplay perspective.
See http://farm3.static.flickr.com/2792/4462870263_ff26c40365_o.jpg for an example (sorry, can't post pictures yet).
A second option is to start with a randomly positioned one-tile seed (I'm working on a grid of tiles), determine the desired size for the continent and each turn add a tile that is horizontally or vertically adjacent to the existing continent until you've reached the desired size. Repeat for the other continents. This technique is part of the algorithm used in Civilization 4. The problem is that after placing the first few continents, it's possible to pick a starting location that's surrounded by other continents, and thus won't fit the new one. Also, it has a tendency to spawn continents too close together, resulting in something that looks more like a river than continents.
See http://farm5.static.flickr.com/4069/4462870383_46e86b155c_o.jpg for an example.
Does anyone happen to know a good algorithm for generating realistic continents on a grid-based map while keeping control over their number and relative sizes?
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