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Implement wonky walls like in DK2 #108

ufdada opened this issue Nov 9, 2015 · 3 comments


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commented Nov 10, 2015

Terrain has wibble & lean values. Both vertical & horizontal which probably contribute on how much wonkyness is applied. Stone doesn't have much, but regular dirt is all over the place.


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commented Jan 9, 2017

I used to think that this article was referenced somewhere on this repository, but I can't find it, @(tonihele) also commented on it. As did Robin Green (Ex-Bullfrog). Knowing when to split or flip.

Also interesting:, points 5.1 and 5.2 detail how one could model terrain using Delaunay and keep on injecting vertices and flipping of illegal edges until a set of error-margins are satisfied.

Here I thought maybe one could see the "top" of the undug ground as 1 in height and the "floor" where the creatures run on and where you build on as height 0.

frame_1_delay-0 5s

I would assume that assigning an "error" margin of 0.1 to the vertices that should be lowered (thus go from 1 (top) to 0(bottom)) and as long as the error margin is not satisfied, repeat the process with the worst offender and make sure the triangulation stays Delaunay.

I also think maybe by using a little random offset to these error-margins x and z values., the wibble and lean might be used to randomize the shapes.

Delaunay Triangulation Where To Start:

Fast Delaunay in Java:


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commented May 4, 2019

Here is also a little something. Shader based wonkyness:

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