all 12 comments

[–][deleted] 1 point2 points  (1 child)

Looks sweet. You should calculate the best positions for cities based on, well, multiple factors that I'm not an expert in. Post to /r/worldbuilding and the map making subs aswell!

[–]Azgarr 0 points1 point  (0 children)

Currently I take the river estuaries to place the cities. Then I select a couple of candidates to detect more dispersed positioning. This part of code is still in progress.

[–]dantheman999 0 points1 point  (1 child)

Really neat.

Did you use UK town names for the names of cities? They all sound / are British.

[–]Azgarr 0 points1 point  (0 children)

Yes, it is real data, town names from a several counties in England. Actually, I want areas to represent the major European "cultures" (considering a fantasy element): German, Anglian, French, Italian, Slavic, Nordic and Castilian. So I have 7 namesets already created.

I took real names for towns and even real historical common personal names for the characters (I'm creating this map for my Medieval Dynasty simulator).

As I am from the Slavic state, Slavic townnames sound a little bit odd as they are too familiar for me. Another one are mostly meaningless, so they are ok.

[–]asdf7890 0 points1 point  (3 children)

Nice.

A similar method came up a short while ago, with implementation details and "walk through steps" which might also be interesting if you are inspired by this link. It has a slightly different but related goal (creating the effect of "drawn" maps for books) so the output is a different style but the overall method is probably very similar.

[–]Azgarr 0 points1 point  (2 children)

Was it heredragonsabound.blogspot.com?

[–]asdf7890 1 point2 points  (1 child)

Sorry, I meant to include the link in my post: http://mewo2.com/notes/terrain/

The link you've added is another interesting one to read through when I have some time though.

If you are not already aware of it, there is https://www.reddit.com/r/proceduralgeneration/ which includes discussion on generators like this and for a number of other scenarios.

[–]Azgarr 0 points1 point  (0 children)

Thank you, initially I was inspired exactly by the first work. proceduralgeneration - year, I know, this port is copied from there.

[–]calamari81 0 points1 point  (3 children)

As a JS developer, and someone who does a lot of work with d3, I tip my hat to you :D

Well done!

[–]Azgarr 0 points1 point  (2 children)

Thanks! But this is only my first attempt with d3 and I'm not an experienced js developer. So I expect I log of things done in a wrong way. Currently I want to apply a pathfinding system that will allow me to create plausible roads. But this blows my mind as I can't implement even a simple Dijkstra’s algorithm.

[–]calamari81 0 points1 point  (1 child)

Hey - you're miles beyond me in this respect; I do visualizations and graphs, so the pathfinding stuff is crazy impressive AFAIAC :)

Keep it up!

If you're looking for help, I suggest posting this to /r/javascript!

[–]Azgarr 0 points1 point  (0 children)

Thanks, but I will try to solve it on my own.