A Worldsmith
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worldsmith.bsky.social
A Worldsmith
@worldsmith.bsky.social
Writing articles about procedural generation on https://zero.re
Trying to generate an entire city. Maybe more.
Writing my own engine because I'm an idiot.
It's slightly more expensive but that's not where the algorithm is spending its time anyway.

Essentially in the original version the boundary nodes are dense enough to "protect" the edges from node generation.

Directly computing the distance to the edges should be less parameter dependent.
November 5, 2024 at 6:12 PM
I remember having issues with this, which fixed itself when subdividing the edges. I'm guessing it has to do with the minimum node distance ratio to the edge subdivision distance.
Or you could add a step calculating the distance to every edge of the boundary, that should fix it in all cases.
November 5, 2024 at 6:07 PM