Hmm right, I suppose one texture sample would be faster than doing a ton of iterations and distance checks per pixel. Still one would need to generate this texture and switch it every time a change happens…
Anyhow here it is in jme, looking like a petri dish of bacteria or something:
Just rendering with two discrete groups of random data in this case, both representing a different faction I suppose so they only connect with the same color. A cool side effect is that the colors add up into yellow at intersections. In the end with proper data there shouldn’t be any overlaps I think though.
It does seem to be a bit heavier than I anticipated, with 512 points in this case running at only about 100 fps in this otherwise nearly empty scene. Especially since I’ll need a max of about twice that.
Edit: Aw shit.
Welp, there goes the 1024 points idea. And not like it would’ve ran fast enough anyway.
Although what I could do is pre-render each group to a separate texture then just add them all together. Complications, complications…