> I like to think we did a pretty good job at hiding the tiles
I agree, this is a good job and cool to see in a game! There are some ShaderToy shaders that employ this technique, but I haven’t really seen it in a tiled game before or on authored content, and the effect really works nicely.
> near artificial structures (such as the ruined walls below) you want the edges to be straighter
The local control is very cool. If the devs are here, did you have to do anything to prevent randomized voronoi bushes from poking through straight walls?
An idea: In a trail path, it makes little sense to have "corners" along the curves. Constraining the naturally-occuring (as in naked ground vs grass) borders to be differentiable might help them blend in in the environment.
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[ 4.3 ms ] story [ 23.1 ms ] threadI agree, this is a good job and cool to see in a game! There are some ShaderToy shaders that employ this technique, but I haven’t really seen it in a tiled game before or on authored content, and the effect really works nicely.
> near artificial structures (such as the ruined walls below) you want the edges to be straighter
The local control is very cool. If the devs are here, did you have to do anything to prevent randomized voronoi bushes from poking through straight walls?
Recently, my colleagues used Voronoi graphs to show how each player controls the field during a football (soccer) game [0].
[0]: https://www.exasol.com/en/blog/controlling-space-in-football...