UnityLibrary
delaunator-sharp
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UnityLibrary | delaunator-sharp | |
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1 | 4 | |
3,549 | 360 | |
2.6% | - | |
4.2 | 3.9 | |
5 months ago | 5 months ago | |
C# | C# | |
MIT License | MIT License |
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UnityLibrary
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delaunator-sharp
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Using Voronoi polygons for simplified continent generation
Well, the easiest option would probably be to use a different Delaunay/Voronoi library. Delaunator (C# bindings here) should be a pretty good option: it's fast, and there's a good explanation of how to use the data structures it generates. There is some weirdness with how points at the edge of the domain work that you may have to work around, but that will probably be easier than trying to modify another algorithm or write your own. I know I've struggled to implement the algorithms for calculating Voronoi diagrams/Delaunay triangulations, even though I feel like I have a decent high-level understanding of how Fortune's algorithm is supposed to work.
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How do they code Denaulay triangulation in Unity?
If you click around you see his project links to a JavaScript implementation of delaunay triangulation, which in turn links to a c# implementation: https://github.com/nol1fe/delaunator-sharp
Unless you really want to learn the details of the triangulation algorithm, I recommend to just use a open source implementation in C#. Here's one that works fine with Unity: https://github.com/nol1fe/delaunator-sharp
What are some alternatives?
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