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Implement wonky walls like in DK2 #108
It's just a visual thing, but this would definitely make it look closer to the original.
This was actually achieved with Incremental Delaunay Triangulation.
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: http://www.cs.uu.nl/docs/vakken/gis/terrain.pdf, 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.
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: https://www.duo.uio.no/bitstream/handle/10852/43535/delaunay_alg_performance.pdf?sequence=1
Here is also a little something. Shader based wonkyness: