delaunator
delaunator-sharp
delaunator | delaunator-sharp | |
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4 | 4 | |
2,199 | 368 | |
0.8% | - | |
4.9 | 3.9 | |
3 months ago | 6 months ago | |
JavaScript | C# | |
ISC License | MIT License |
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delaunator
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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.
- Question about ints used for enums (cast as enum) (4.0.2)
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Visualizing Delaunay Triangulation
Great article!
How does this algorithm compare to others, e.g. sweep algorithms like the one used by delaunator[0]?
An obvious difference is sweep algorithms sort the points in some way before adding them, is that a key to efficiency gains?
0: https://github.com/mapbox/delaunator/blob/main/README.md#pap...
- Diamonds
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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Algorithm that covers a whole area with points, with values based on the original points at each iteration.
Yes ! Exactly. I already started working on it, and it's going well, but I am having a little trouble working with this. I can't find any tutorials online though, so I have to do figure it out on my own :)
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How do they code Denaulay triangulation in Unity?
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?
earcut - The fastest and smallest JavaScript polygon triangulation library for your WebGL apps
UnityLibrary - :books: Library of all kind of scripts, snippets & shaders for Unity
blog - Life is a moment :notebook_with_decorative_cover:
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
turf - A modular geospatial engine written in JavaScript and TypeScript
Harmony - A library for patching, replacing and decorating .NET and Mono methods during runtime
fdir - ⚡ The fastest directory crawler & globbing library for NodeJS. Crawls 1m files in < 1s
UniTask - Provides an efficient allocation free async/await integration for Unity.
javascript-algorithms - 📝 Algorithms and data structures implemented in JavaScript with explanations and links to further readings
unity-delaunay - A Delaunay/Voronoi library for Unity, and a simple destruction effect
spine-runtimes - 2D skeletal animation runtimes for Spine.
Computational-geometry - Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, ear clipping, convex hulls, mesh simplification, etc