So whats your best algorithm for generating aperiodic infinite deterministic irregular relaxed quadrilateral grids?
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The triangle generation at the start is based on this amazing article on hex grids by
@redblobgames, which is one of my favorite things on the internethttps://www.redblobgames.com/grids/hexagons/Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Src @ https://codepen.io/sketchpunk/full/jONYwoX … For fun wanted to replicate the grid, only issue is the final part about "relaxing" the quads. Tried & Failed, not sure how to go about it. Any tips? Posted all my code on codepen for an example of getting most of it working at least.
#gamedevpic.twitter.com/u7pyxbpJ5d
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Looks like you might be applying your forces directly to the verts, instead of accumulating them an applying them all at once. And you're also probably running too few iterations, and applying your forces too hard (which may result in oscillation)
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Yeah I read through a bunch of papers like that for my work on Night Call. I went for what I think is a "paving algorithm" https://twitter.com/osksta/status/1120036868966502401 … Not being constrained by an arbitrary polygon meant I managed to find this much simpler solution for this project
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I suspect the straight edge and uniform spacing is going to make a clear seam when tiling. Maybe let the vertex weight transfer to tiling pairs when doing SOR?
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Dunno what SOR is, but yeah, I'll see if I can do something to relax the edges too
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Ain't those some beautiful squiggles
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I'd be fascinated to see something like this applied to procedural city generation!
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You well might
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Čini se da učitavanje traje već neko vrijeme.
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