I’ve relased a new library, VoronatorSharp.

VoronatorSharp is a C# library that computes Voronoi diagrams. The Voronoi diagram for a collection of points is the polygons that enclose the areas nearest each of those sites.

Voronoi diagrams have applications in a number of areas such as computer graphics.

This library features:

  • Computes Voronoi diagrams and Delaunay triangulations.
  • Voronoi polygons can be clipped to a rectangular area.
  • Uses a n log(n) sweephull algorithm.
  • The implementation attempts to minimize memory allocations.
  • Integrates with Unity or can be be used standalone.
  • Uses robust orientation code.
  • Handles Voronoi diagrams with only 1 or 2 points, and collinear points.

Infinite Modifying in Blocks

I’m going to share with you a technique I’ve found for doing lazy, reliable, deterministic, constant-time infinite generation of tile based levels using Wave Function Collapse (WFC). But first, let’s cover some background, Modifying in Blocks, and lazy chunk based infinite generation.

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