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Voronoi diagrams are used a lot in game development too, in creating and recalculating navmeshes in games where the navigation graph changes often. I have a gam
by DizzyDoo 9y ago
Voronoi diagrams are used a lot in game development too, in creating and recalculating navmeshes in games where the navigation graph changes often. I have a game project underway right now where the player can build fences, lampposts and other obstacles, and the hundred plus AI actors need to be able to navigate it in real-time. Recalculating the Delauney Triangulation and the Voronoi tessleation is expensive, so I just sent it to a thread, it's worthwhile to do all that work because A* pathfinding on anything other than a navmesh would be, for my project, incredibly slow. This sort of algorithm is a great thing to know that it exists and have in your backpocket.
EDIT: I have a little devlog about the game I'm developing full-time, back in October 2015 I made a video where I talked through the first pass of my Voronoi/Navmesh implementation. Might be worth watching if anyone wants to see the tesselation overlaid onto a game world, for a real-life usage of the algorithms: https://www.youtube.com/watch?v=zPD3HqI6HDE https://www.youtube.com/watch?v=zPD3HqI6HDE I should assure everyone that the game looks _very_ different now thought! No more checkerboard textures...