Trying to generate an entire city. Maybe more.
Writing my own engine because I'm an idiot.
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.
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.
Or you could add a step calculating the distance to every edge of the boundary, that should fix it in all cases.
Or you could add a step calculating the distance to every edge of the boundary, that should fix it in all cases.