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AppGameKit/AppGameKit Studio Showcase / [AGK] Voronoi Tessellation

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Phaelax
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Location: Metropia
Posted: 21st Jul 2018 03:42 Edited at: 21st Jul 2018 03:42
Thanks to TheComet for helping me remember what this technique was called. I first came across it when looking up random terrain generation. The basic idea is having certain spots fixed on map, and the neighboring tiles will match whichever fixed point is closest.
On a 500x500 map and 20 fixed points, I get about 10fps so clearly this isn't something you'd want to do in real time.



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JLMoondog
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Location: Paradox
Posted: 27th Jul 2018 11:17
I've done something similar to this with a current project I'm working on to create randomly generated levels. I only run the function during the level creation, load screen, than during gameplay the level dosn't change so no need to keep running the function. So I don't think the slow down is an issue in that regard.

Secondly, hope you don't mind me moving the thread, so more AppGameKit peps see this.
janbo
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Posted: 27th Jul 2018 16:53 Edited at: 27th Jul 2018 17:25
Thats so great I had to try this myself and as you know I like doing things with shaders soo....
Demo: Voronoi Tesselation.zip

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GarBenjamin
AGK Developer
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Posted: 27th Jul 2018 17:21
Oh very cool abstract looking scene! Be a nice background for an abstract / minimalist platformer or shmup.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
Rich Dersheimer
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Posted: 27th Jul 2018 20:00
Or a random territory generator for a Risk type wargame.

Nice
Phaelax
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Posted: 27th Jul 2018 22:30
I've never done anything with metaballs before, but I think something similar to this might be the basis for it. If you're getting 1500fps with a shader, then it'd be fast enough to update this in realtime, moving the points around and watching it all change.
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puzzler2018
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Posted: 28th Jul 2018 07:12


JLMoondog
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Posted: 28th Jul 2018 09:29
I use metaballs for quick/simple liquid physics demos. They're fun to play around with.
janbo
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Posted: 28th Jul 2018 23:56
If you refer to the voronoi demo you can move the points already.
If you refer to metaballs, I should have a shader laying around somwhere... i'll search it tomorow.
janbo
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Posted: 29th Jul 2018 09:36 Edited at: 29th Jul 2018 09:38
Here you go... Water physics using Metaballs:
Demo: Metaballs.zip

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puzzler2018
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Posted: 29th Jul 2018 10:10
Wow, you absolute genius


Hope you feeling much better on a side note.

janbo
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Posted: 29th Jul 2018 10:18 Edited at: 29th Jul 2018 10:19
I didn't play much with the physics setup so I guess there is still much more potential for the water simulation
And I'm back home again...I felt good the whole time but the docs said its bad so...
I guess its good I like programming
Phaelax
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Posted: 31st Jul 2018 12:46
That's neat! My issue was always trying to figure out how one would draw the curves when two points meet. A shader would be the only way to go to make this fast enough.
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janbo
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Posted: 31st Jul 2018 17:35 Edited at: 31st Jul 2018 17:40
You can think of them as White blobs which you additive blend together, then you only need a threshold at which you make white to a constant color.
Not sure if a second but less costly render pass would be faster ?
Phaelax
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Posted: 20th Aug 2018 17:12 Edited at: 21st Aug 2018 14:09
Made a small demo using voronoi tessellation to form random 2D map. Press spacebar to randomize the map. Combine this with an auto-tiling feature and you have random tile maps.
Changing the "areas" constant creates more points of reference for each terrain type, increasing the chance of islands and rivers.

Small update. Use the up/down arrow keys to increase/decrease the number of areas.




More examples here: http://zimnox.com/voronoi/

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