Is there a trivial, or at least moderately straight-forward way to generate territory maps (e.g. Risk)?
I have looked in the past and the best I could find were vague references to Voronoi diagrams. An example of a Voronoi diagram is here.
These hold promise, but I guess i haven't seen any straight-forward ways of rendering these, yet...
I'm working on a game where I create a random map of provinces (a la Risk or Diplomacy). To create that map, I'm first generating a series of semi-random points, then figuring the Delaunay triangulations of those points.
With that done, I am now looking to create a Voronoi diagram of the points to serve as a starting point for the pr...
Hi,
I'm looking for a simple (if exists) algorithm to find the Voronoi diagram for a set of points on the surface of a sphere. Source code would be great. I'm a Delphi man (yes, I know...), but I eat C-code too.
TIA
Steven
...
I want to make voronoi treemaps for statistics data, like
newsgraphy
Do you know how I can do that in Perl, PHP, Ruby, or Python?
...
Hi,
What are the easy algorithms to implement Voronoi diagram?
I couldn't find any algorithm specially in pseudo form. Please share some links of Voronoi diagram algorithm, tutorial etc.
Thanks in advance.
...
Hi,
I am implementing Voronoi diagram to find out the nearest location in a map visually. Right now I want to do this using integer coordinates (x,y) only in a canvas.
Problem is- I am really confused about this algorithm. I read the Computational Geometry book, few more theory on Fortune's algorithm. And I am really confused now. It se...
Hi, I got a grid with two points. I want to calculate the amount squares each point can reach before the other. Currently I implement a FloodFill-Algoritm, which can calculate the amount of squares one point can reach.
How can I change that algorithm to do the "flooding" for both points simaltaneuosly or at least one after another?
...
I used Fortune's Algorithm to find the Voronoi diagram of a set of points.
What I get back is a list of line segments, but I need to know which segments form closed polygons, and put them together in an object hashed by the original point they surround.
What might be the fastest way to find these??
Should I save some crucial informatio...