Well, in the most basic form (which is what used here):
You draw a bunch of dots on a plane. Then, around each dot, you draw a polygon. You do this in such a way, that inside that polygon are all the points on that plane that are closer to the dot in it than to any other dot.
This divides your plane like this:
In this case the guy put his dots in a spiral-ish thing and used the resulting polygons as his city districts, basically.
Post
Tue Apr 25, 2017 12:20 am
#16
Re: Procedurally Generated Medieval Cities
Warning: do not ask about physics unless you really want to know about physics.
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