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So you basically have a function that takes a coordinate, runs it through some noise, and outputs a biome, if I understand correctly? Biome blending is trickier than it might seem at surface value, but there's an approach I've been using that works well Scatter a bunch of points around your world, similar to how you would in Voronoi noise. You can also use ...


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The problem is if I do updates to the 'weather' variable, it will break all the code after. The less you do, the better. If you are only picking a weather at random, you probably don't need to shuffle the array. Just get a random number up to the number of elements. It would always be a single call regardless of how many options are there. My initial ...


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I've found the same issues you have with backtracking, and restarting is often not an acceptable approach for larger generations. I think backjumping is a fruitful avenue, but I've not seen it expored. One process that seems to work ok is "Modifying by blocks", which is a specific form of doing WFC in chunks. Unlike more naive reparation approaches,...


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The dual graph of a Voronoi diagram is a Delaunay Triangulation: (The corners of the Voronoi polygons are the circumcenters of Delaunay triangles, and the seed points of the Voronoi diagram are the vertices of Delaunay triangles. Corresponding edges of the two diagrams are perpendicular) This relationship is so key that many libraries/algorithms for ...


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