Voronoi, Manhattan, random

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  • gdext

    Rust bindings for Godot 4

  • As an alternative, you can code in C++ or C#. If desired, Godot has bindings for other languages, such as Rust. Going ahead—in the end, C++ came in handy and useful for the project.

  • PhysicsExamples2D

    Examples of various Unity 2D Physics components and features.

  • Unity. Can't say much. It's the most popular choice for 2D game development. But somehow, my heart wasn't in writing in C#. Also, for some entirely subjective reason, I had a skeptical attitude towards the engine.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • VoronoiTestGodot

    The simplest voronoi map implementation for test purposes.

  • This approach can be used to easily generate a Voronoi diagram with taxicab distances (i.e., using Manhattan distances). So, to quickly assess the Voronoi map in action, I implemented this algorithm directly in GDScript in Godot to interactively explore maps with different metrics. Disregarding all the details, the pure algorithm code looks like this:

  • manhattan-voronoi

    A js method for generating L1 (Manhattan distance) voronoi diagrams.

  • So, what did I do? As I mentioned earlier, I stumbled upon an implementation of the Voronoi diagram in taxicab space, written in JavaScript. I looked at it for a long time, admired it, ran the project, saw that the code worked. The author even has a demo page showing the result of his library.

  • godot-cpp

    C++ bindings for the Godot script API

  • Write C++ classes or functions using C++ bindings for the Godot engine.

  • bevy

    A refreshingly simple data-driven game engine built in Rust

  • Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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