Overview
Voronoi terrain generation uses cell distance, boundaries, or site attributes to create plateaus, biomes, ridges, or island shapes.
Builds terrain regions from distances to seed points or Voronoi cells.
Compact metadata for implementation and discovery.
Voronoi terrain generation uses cell distance, boundaries, or site attributes to create plateaus, biomes, ridges, or island shapes.
Quick facts
Runtime and memory behavior at a glance.
Best
O(samples * sites)
Average
O(samples * sites)
Worst
O(samples * sites)
Space
O(sites)
value(p) = attribute(argmin_site distance(p, site))Assigns each point from its closest Voronoi site.
Show the generation state evolving from seed values to the final artifact.
Voronoi Terrain Generation should be used with the assumptions and tradeoffs of cellular Terrain in mind.
What each reference supports for this entry.
Procedural texturing reference supporting Voronoi Terrain Generation noise, tiling, terrain, growth, or pattern-generation mechanism.
Procedural-generation reference supporting Voronoi Terrain Generation constraint solving, constructive generation, terrain, dungeon, or stochastic content workflow.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Voronoi terrain uses region partitions from feature points.
Both rely on nearest-feature-cell structure.