I’ve been messing with some procedural generation stuff, and for my project I’m in dire need of a good voronoi generator. I’ve done a bunch of messing with it myself, as well as researching into it, but I can’t seem to get anything that works as I need it to.
I originally started out trying to use Fortune’s Algorithm, but that proved challenging for someone that hasn’t yet graduated high school. I’ve had a basic success when messing with height map stuff and realizing it was (part of) what I needed. I chose random points on a plane, painted the corresponding pixel white, then painted further pixels progressively darker based on distance, making cone-like shapes. However, if the chosen pixel was already lighter than the color being written, it kept the lighter color. What I ended up with was basically a voronoi map. The cones limited each other on their centers’ perpindicular bisectors - which is more or less what I need. However, I need to figure out how I can get this primitive example to data I can actually use - the vertices created on a voronoi graph and their neighbors, to be precise.
So I guess the question is, would it be easy/even possible to convert this primitive thing into a more complex and complete voronoi implementation? All of my attempts have failed miserably, so I figured I’d ask people who might’ve given this a go at some point before.
I may be in over my head, but the question you ask is somewhat vague:
convert this primitive thing into a more complex and complete voronoi implementation
- What are you trying to achieve? You mention procedural generation, but of what ?
- What complexity are you looking for? Complexity for complexity’s sake is not a goal in itself.
I’m not very familiar with Voronoi, so when you say ‘Complete implementation’, you need to specify what goal you see.
Kind regards,
Asser
http://tsusiatsoftware.net/jts/javadoc/com/vividsolutions/jts/triangulate/VoronoiDiagramBuilder.html
@asser.fahrenholz
To quote myself:
I need to figure out how I can get this primitive example to data I can actually use – the vertices created on a voronoi graph and their neighbors, to be precise.
@abies
Now this I might be able to use! Thanks!
I though this might belong here.
Polygonal Map Generation for Games
or the same thing as applet
Topography
I am trying to figure out how to use this in jmonkey for a few days now. Would be a nice thing to have, don’t u think?