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    <guid>https://martianlee.github.io/posts/2026-10-19-fantasy-map-generator-architecture</guid>
    <title>Fantasy Map Generator Architecture: How Does One Seed Become Continents, Nations and Markets?</title>
    <link>https://martianlee.github.io/posts/2026-10-19-fantasy-map-generator-architecture</link>
    <description>Azgaar&#39;s Fantasy Map Generator builds a whole fantasy world in the browser: terrain, climate, rivers, cultures, states, roads and an economy. I followed its 40-step generation pipeline through the code, generated maps myself, and checked each stage&#39;s output, its run time, and whether the same seed really gives the same world.</description>
    <pubDate>Mon, 19 Oct 2026 09:00:00 GMT</pubDate>
    <author>martionlee@gmail.com (MartianLee)</author>
    <category>fantasy-map-generator</category><category>procedural-generation</category><category>voronoi</category><category>dijkstra</category><category>deterministic-generation</category><category>svg</category><category>typescript</category><category>game-dev</category><category>architecture</category>
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    <guid>https://martianlee.github.io/posts/2026-10-19-fantasy-map-generator-architecture</guid>
    <title>Fantasy Map Generator 아키텍처 분석: 시드 하나로 대륙부터 나라와 시장까지 어떻게 만들까요?</title>
    <link>https://martianlee.github.io/posts/2026-10-19-fantasy-map-generator-architecture</link>
    <description>Azgaar의 Fantasy Map Generator는 브라우저 안에서 지형, 기후, 강, 문화, 국가, 도로, 경제까지 갖춘 판타지 세계 지도를 만듭니다. 40단계 생성 파이프라인을 코드로 따라가고, 직접 지도를 만들어 단계별 결과와 실행 시간, 같은 시드가 같은 세계를 만드는지 확인했습니다.</description>
    <pubDate>Mon, 19 Oct 2026 09:00:00 GMT</pubDate>
    <author>martionlee@gmail.com (MartianLee)</author>
    <category>fantasy-map-generator</category><category>procedural-generation</category><category>voronoi</category><category>dijkstra</category><category>deterministic-generation</category><category>svg</category><category>typescript</category><category>game-dev</category><category>architecture</category>
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    <guid>https://martianlee.github.io/posts/2026-10-19-voronoi-procedural-generation</guid>
    <title>Why Are Voronoi Diagrams Everywhere in Procedural Generation?</title>
    <link>https://martianlee.github.io/posts/2026-10-19-voronoi-procedural-generation</link>
    <description>Fantasy map generators, cellular noise, Minecraft biomes and destruction effects all keep returning to the Voronoi diagram. This post covers its definition and history, its duality with the Delaunay triangulation, point distributions and Lloyd relaxation, where it is and is not used, and its pitfalls, checked against primary sources, an in-browser lab and benchmarks I ran myself.</description>
    <pubDate>Mon, 19 Oct 2026 11:00:00 GMT</pubDate>
    <author>martionlee@gmail.com (MartianLee)</author>
    <category>voronoi</category><category>delaunay</category><category>procedural-generation</category><category>computational-geometry</category><category>worley-noise</category><category>game-dev</category><category>fantasy-map-generator</category>
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    <guid>https://martianlee.github.io/posts/2026-10-19-voronoi-procedural-generation</guid>
    <title>Voronoi 다이어그램은 왜 절차적 생성 어디에나 있을까요?</title>
    <link>https://martianlee.github.io/posts/2026-10-19-voronoi-procedural-generation</link>
    <description>판타지 지도 생성기, 셀룰러 노이즈, Minecraft 바이옴, 파괴 효과까지 Voronoi 다이어그램이 반복해서 등장합니다. 정의와 역사, Delaunay 삼각분할과의 쌍대 관계, 점 분포와 Lloyd 완화, 실제 쓰임과 함정을 1차 자료로 정리하고, 브라우저 실험실과 직접 잰 벤치마크로 확인했습니다.</description>
    <pubDate>Mon, 19 Oct 2026 11:00:00 GMT</pubDate>
    <author>martionlee@gmail.com (MartianLee)</author>
    <category>voronoi</category><category>delaunay</category><category>procedural-generation</category><category>computational-geometry</category><category>worley-noise</category><category>game-dev</category><category>fantasy-map-generator</category>
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