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Thanks a lot. And I've had some thought about making this infinite, but it's a bit harder! The generation is inspired by what Oskar Stålberg has done for his g
by frading 3y ago
Thanks a lot. And I've had some thought about making this infinite, but it's a bit harder!
The generation is inspired by what Oskar Stålberg has done for his game Townscaper. It is done with those steps:
- start with triangles (ideally in an hexagonal pattern).
- merge pairs of triangles into quads, randomly leaving some as triangles.
- we subdivide both quads and triangles, and end up with quads only.
- smooth the whole to get nicer shapes
It can be a bit abstract with just this list, so you can see some videos in my tweet: https://twitter.com/fradingue/status/1712218108826460428 https://twitter.com/fradingue/status/1712218108826460428
I've also created a webgl engine to solve this type of procedural modeling for the web, and you can see 2 examples scenes where you can play with parameters that affect the shape of the irregular grid:
- https://polygonjs.com/gui/irregular_quads/edit https://polygonjs.com/gui/irregular_quads/edit
- https://polygonjs.com/gui/irregular_quad_relaxation/edit https://polygonjs.com/gui/irregular_quad_relaxation/edit