Tag: #procedural generation
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brashandplucky.com
This post begins a series on procedural island generation using a polygon-based approach in Rust. It leverages Bridson's algorithm for Poisson disk sampling to create an even distribution of seed points, avoiding clumping and voids. These points are then used to generate a Delaunay triangulation, followed by the construction of a Voronoi diagram using triangle centroids for smoother transitions. A quad mesh is created by combining Delaunay and Voronoi vertices, forming a red-blue pattern. Finally, a second, coarser Poisson disk sampling is used to identify mountain peak locations within the mesh, setting the stage for elevation assignment in the next part.