Goodbye squares
I’m doing my experiments with the Godot game engine because I find it quite powerful and easy to use. And I recently discovered that the beta-3.2 now includes a ready to use Delaunay triangulation algorithm. I thought I could play with this to generate my map!
I should probably write my own version of it at some point because I’ll have to recompute things that the function doesn’t give me, but necessarily had to compute such as the cirucumcircles of the triangles. The ready to use function only gives the resulting triangles. But I’ll have a go with it and experiment a bit. If it’s not helping me to create my maps, I wouldn’t have written my own version for nothing :)
So, I’ll use that to generate some Voronoi polygons for my maps and see what I can do with this. My hope is that this will give to my maps more interesting shapes, while still fully controlling the underlying graph. The Delaunay will give me a mesh to render while the Voronoi will hold “regions” information (which I can use to deform my mesh for example or even AI path finding)