Timeline for Procedural generation of evenly distributed random points (2d)
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 9, 2018 at 17:26 | history | tweeted | twitter.com/StackGameDev/status/1016373028853338113 | ||
| Apr 26, 2016 at 10:12 | comment | added | Slikey | Oh, yes of course I will, I am working on this now and I'll run the benchmarks later after checking code compatibility. | |
| Apr 26, 2016 at 8:48 | comment | added | MAnd | In case you end up succeeding, consider posting you did it. I am fairly interested in seeing different ways to optimize that problem (although my first guess would also be with a modification of Worley's Noise, as in Gato's answer) | |
| Apr 26, 2016 at 8:24 | comment | added | Slikey | Thanks for the hint DMGregory, I already thought about limiting the user input, which would indeed make it a lot easier to check, I guess I can optimize the code for amplitude / interval <= 1. Thanks for the video Arcane Engineer, seems to be very useful and well thought. Very informative. | |
| Apr 26, 2016 at 5:13 | comment | added | Engineer | Watch Rune Skovbo Johansen's video on the topic. | |
| Apr 26, 2016 at 5:01 | answer | added | Gato | timeline score: 4 | |
| Apr 26, 2016 at 3:56 | comment | added | DMGregory♦ | Are you attached to this particular way of arranging the points in the first place? If you change the randomization so that [at most] one point is scattered randomly in each grid cell, then you only ever need to check a maximum of 9 cells for the closest point to any arbitrary location (if there is exactly one point in every cell, or 21 if using a suitable Poisson-disc-like distribution) | |
| Apr 26, 2016 at 3:06 | review | First posts | |||
| Apr 26, 2016 at 8:30 | |||||
| Apr 26, 2016 at 3:05 | history | asked | Slikey | CC BY-SA 3.0 |