Just for fun, I am working on a little side-project: As a first step, I want to be able to build a grid-based world (think Dungeon Keeper), generate a nav-mesh for this world and then let agents ...
Is there someone who know/have an algorithm which can perform terrain triangulation like on the example image right under (there is a secondary image as well). The reason I say "Dynamic" is because I ...
I'm familiar with various methods of triangulation (eg Delaunay), but since I have hundreds of thousands of regularly spaced points that may need to be revisited like this on each physics frame, I'm ...
I've been trying to figure out how to implement something like the pathfinding in Starcraft 2. I'm not looking for all the sophisticated features like flocking, queueing, etc. In fact I like how in ...
I'm trying to learn procedural generation technique's. Specifically for dungeons. I started off with a 2D array and I generate my rooms fine. Each room contains wall tiles as seen in the screenshot ...
Referring to the above exhibits, this is the scenario I am working with: starting with a planar graph (in my case, a 2D mesh) with a given triangulation, based on a certain criterion, the graph ...